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It is a project where a copy of the hyper-casual style game called Silly Race is prepared individually. The aim of the game is to avoid obstacles on the platform and reach the finish line before artificial intelligence.
This repository provides a collection of enemy scripts and movement-related components for Unity, designed to help game developers quickly implement AI-driven enemies in their projects.
Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed!
In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.
2021/2022 sem 1 - AI Game Group Assignment Project - Last Man Standing - A Unity horror game that utilized Navmesh, Waypoints, State Machine and ML-Agents.
Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target
In this tutorial repository you will learn how to select units with either a click. shift+click (to add/remove), and click+drag to bulk select units utilizing a singleton SelectionManager with automatically registering SelectableUnits that can have their path set with a right click of the mouse.
Project for the AI Series Part 12 where I go over how to choose the closest target to a particular NavMeshAgent based on the distance the NavMeshAgent would travel to get to the other target.
In this tutorial repository you will learn how to make a NavMeshAgent traverse a NavMesh without using SetDestination nor the mouse to click-to-move. We'll use the keyboard to move the NavMeshAgent along the NavMesh instead, apply a configurable smoothing to the inputs so the agent doesn't abruptly swap directions and rotations.
learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and ho…
Tutorial repository for AI Series Part 22, which is Part 2 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and implemented a new channeled ability - fire breath