nice video, stumpled randomly on this.. This is the way/technique i use for NPC's in city areas to make them stay on the road and only use crossings if really needed :D
How would I apply this to a terrain? Like, make a road that nav mesh agents would follow? How would I set the "road" area to be the best choice? My goal is to draw or create a road across a terrain that AI objects would follow.
Niceee. You ever tried to manipulate the cost at runtime? While the agent is at any point on his way? Like lets say it burns in this area but the fire comes and goes. I assume its not smart enough to wait at this point because it does not have information about when the cost goes down again. Even tough waiting could be the best / fastest option if the agent would now the time of change. If that makes sense :D
I'm working on a click to move game and when I bake nav mesh for instance "stairs connecting to platform" I can't seem to get him to walk on platform at all he constantly wants to go under and walk on terrain bellow that "platform". Any idea what am I doing wrong?
what if I have a single mesh which is the entire level made on blender, and I want to set different parts of it to different navmesh areas? Is that even possible? Do I have to separate the mesh to do that?
This is great for a mesh. I haven't figured out how to break up parts of a terrain (water) to be unwalkable though. How do you select part of a terrain?
Great vid, made it easy to understand with your examples. This made it really clear.
Thank you very much for this series. It's been entertaining and more informative than anything else I've watched.
Thanks for watching. Still more to come!
Nice bite-size tutorials, clean style, entertaining and informative!
Really enjoyed your style...learning made fun. Keep up the good work.
nice video, stumpled randomly on this.. This is the way/technique i use for NPC's in city areas to make them stay on the road and only use crossings if really needed :D
These videos are really good.
How would I apply this to a terrain? Like, make a road that nav mesh agents would follow? How would I set the "road" area to be the best choice? My goal is to draw or create a road across a terrain that AI objects would follow.
Hi, I'm curious if you know of a method that doesn't require slicing and tiling floor area geometry in order to achieve the cost based movement?
Wonderfoul,but how to bake that areas on terrain,do you need multiple terrains on scene ? You cant build diferent areas on one terrain, or you can?
Thx, that was cool. But is there any ability to make some areas walkable for one characters but unwalkable for others?
Niceee. You ever tried to manipulate the cost at runtime? While the agent is at any point on his way? Like lets say it burns in this area but the fire comes and goes. I assume its not smart enough to wait at this point because it does not have information about when the cost goes down again. Even tough waiting could be the best / fastest option if the agent would now the time of change. If that makes sense :D
I'm working on a click to move game and when I bake nav mesh for instance "stairs connecting to platform" I can't seem to get him to walk on platform at all he constantly wants to go under and walk on terrain bellow that "platform". Any idea what am I doing wrong?
Hi, thanks for the tutorial. By the way yes, it's greenish.
what if I have a single mesh which is the entire level made on blender, and I want to set different parts of it to different navmesh areas? Is that even possible? Do I have to separate the mesh to do that?
Tommy, do you plan on moving/reuploading your old tutorial videos from AI in Games to this channel?
The Unity navmesh series has been copied over entirely. There are old C# ones as well, but I imagine I'm going to re-do them from scratch instead.
6:45 xD XD a color blind dude making video game ...great! cheers bro!
So I want unity to take control of the steering/etc. But I want my unit to end up facing a direction at the end of the path. Can that be done?
This is great for a mesh. I haven't figured out how to break up parts of a terrain (water) to be unwalkable though. How do you select part of a terrain?
I was just looking for this. I'm going to be really disappointed if this isn't possible.
Hello! Is this possible to be done with portals/teleporters?
amogus navmesh
i am your 5,000th view