Awesome. I would like to know a little more on how to implement Nav paths, that represent AI Agents using going up and down lifts/elevators. I guess the Links method would work. But I would have to intercept the Agent, entering into the lift, stop the Agent, Animate the Lift an Agent as lift Manoeuvre, then enbable the Nav Agent again.
Maybe you could try using a coroutine so while the lift interaction is happening the agent would be stopped and it will be enabled again once the coroutine is finished
i use a Rigidbody as well as an agent, and i handle switching from different "states", one where the navmesh agent and it's appropriate operations run, and then another one where i focus on applying physics and where the agent is off. i think it's a really good learning opportunity to be able to be flexible on how the ai character is handled or behaves. you could factorize and modularize the code so different agents could interact with different objects that the navmesh does not handle, such as lifts and other gameobject behavior you design. wishing you the best!
Really great job. Clear, and powerful. You also introduced navmesh offlinks, which is something I’m trying to code to my ai characters (jump). All in all, keep these coming. Wishing you all the best. Liked and subd
I do not know how to deal tdamage betwenn 2 entitites when I use this navmesh, any idea? my entity use tod have childs inside the parents, and only the parents have the navemshh and the colliders.
@@risingforce9648 make sure that both objects have a collider and at least one of the entities must have a rigidbody component. If you want to use the OnTriggerEnter function, make sure that at least one of the objects have the collider set to Is Trigger.
Hmm, make sure that you have set the area to walkable in the NavMeshSurface component and also check out the object collection to see if it takes everything you want into consideration.
turn this into a series. more videos means more traffic, means more awareness of your excellent work.
Thank you very much, I was also thinking to make more AI related video so I might just turn this into a series. Thanks for the feedback!
v helpful - thank you! :)
Nicely quick compact and still extensive! Very well done - thanks for this! Perfect for my next prototype :D
Thank you so much! I am glad it helped you
best tutorial ive seen on ai nav in unity, well done sir 🙏
Thank you so much, I am glad you found this helpful!
Awesome.
I would like to know a little more on how to implement Nav paths, that represent AI Agents using going up and down lifts/elevators. I guess the Links method would work. But I would have to intercept the Agent, entering into the lift, stop the Agent, Animate the Lift an Agent as lift Manoeuvre, then enbable the Nav Agent again.
Maybe you could try using a coroutine so while the lift interaction is happening the agent would be stopped and it will be enabled again once the coroutine is finished
i use a Rigidbody as well as an agent, and i handle switching from different "states", one where the navmesh agent and it's appropriate operations run, and then another one where i focus on applying physics and where the agent is off. i think it's a really good learning opportunity to be able to be flexible on how the ai character is handled or behaves. you could factorize and modularize the code so different agents could interact with different objects that the navmesh does not handle, such as lifts and other gameobject behavior you design. wishing you the best!
Really great job. Clear, and powerful. You also introduced navmesh offlinks, which is something I’m trying to code to my ai characters (jump). All in all, keep these coming. Wishing you all the best. Liked and subd
Thank you so much, I really appreciate it!
thank youuuu
Thank you!!!
No problem, hope it was helpful!
thanks very useful
PLEASE MAKE SURE YOUR GIZMOS ARE ON!!!! If when baking your nav mesh the blue overlay doesn't show up, that's likely why
Please make a 3D school navigation system
Please elaborate
I do not know how to deal tdamage betwenn 2 entitites when I use this navmesh, any idea? my entity use tod have childs inside the parents, and only the parents have the navemshh and the colliders.
Are you referring to damage when the entities collide?
@@DarkWing.Studio yes for any reason when I use navemesh I can not get collisions ...
@@risingforce9648 make sure that both objects have a collider and at least one of the entities must have a rigidbody component. If you want to use the OnTriggerEnter function, make sure that at least one of the objects have the collider set to Is Trigger.
blue area is not showing plz help
Hmm, make sure that you have set the area to walkable in the NavMeshSurface component and also check out the object collection to see if it takes everything you want into consideration.
turn on the gizmos & show nav mesh.
cool but what about dynamic obstacles that are moving? how can you bake the surface then dynamically all the time the object moves
You can use the Carve option in the NavMesh Obstacle Component