I'm interested in seeing how you would implement an anti collision system for pedestrians so they don't have glitchy bumpy movement due to colliders. I would imagine using a spherical or circular collider and a script that uses some sort of dampening or weight to slow down and push pedestrians around without being so harsh.
Or you could make it using a Unity build in navmesh to save ton of work. Set sidewalk to walkable, road to not walkable, twak some navmesh agent settings to get more natural movement and you can also easily implement obstacle avoidance. Then you can even make some interesting mechanics that will simulate how people normally move around. Example: go to friend's house > go for shopping > return home.
I'd do some research into flocking behaviors. That would even give the added benefits of people walking in groups. (But maybe also people randomly switching who they're friends with)
Though it might endup quite system taxing for a large project, but to avoid ped collision, you could add a raycast or preferably a spherecast to the AI script. And detect other objects before a collision occurs. This could also be added to for obsticles on the sidewalk and later for avoiding getting run over :)
@@MassimoRough I think you may have misunderstood what he was saying. He was saying that he deserves a million subscribers because of how well put together the video was. He didn't mean it in a negative way.
@@bmxchamp4 I think you misunderstood me. I was saying sharing video with others is a way to increase subscribers, while bragging about not having a 1m subscribers does nothing to it.
All I can say is WOW! So many cool idea's such as Branching I never thought about before though never worked much with NPC trafficing systems until I now need it in my game. This just blew me away. Looked all day yesterday for good info video's on the subject, found a couple but you my friend made it so incredibly easy to understand. Thank you! Sub'd and liked!
Man, I discovered your channel yesterday while looking at how to extend the Timeline! Since then the YT algo has fed me with 5 other of your videos, and I absolutely love your way of teaching, some might not realize the amount of work behind these but I'm very impressed. Thanks a lot.
It actually does! Devs made the AI capable of making bad decissions and failing in porpouse cause, as u know, idiots do exist in real life too. Sadly, as u also commented, that chance may be set to "2000000" cause it happens more often than it should x)
Great video Matt! Super cool stuff and really clearly explained. I'd be interested to see this interacting with Navmesh, which might also address some of the inter-person collision stuff. Great work!
This is such an amazing video, one issue I've run into though is when you pause your game. There will be a NAN position error. I've found a workaround for this by not putting the timescale to 0 but to 0.001f. It's not the most beautiful fix but hey it's something.
This is a really cool tutorial, a lot of things I didn't even know. When you created a random direction at 12:18, I'm pretty sure you can just leave out the f in the random.range values, so it will return an integer and you won't need to RoundToInt ^^ Edit: You got a like
Really nice work. I love both how thought out the traffic tool is and also you covering how to create the UI for it. Definitely create a sequel to expand on the traffic system like you mentioned. If you would consider doing more tutorials that cover the basics of setting up an editor UI like the one you have here, I think a lot of people would be interested in that as well.
Thank you ! You give a lot of very effective and new advices, compared to other guys, that’s very nice. I learned a lot thanks to this tutorial, especially the way to make tools for easily editing a level.
Here is what I came up with. I don't know if you're still working on the project, but maybe there are others that could benefit. I got to this by what he showed on screen in the script editor and what public variables were available in the Unity Inspector (currently, I don't have animations on my character so I cut those lines)- using System.Collections; using System.Collections.Generic; using UnityEngine; public class PedestrianCharacterController : MonoBehaviour { public Vector3 destination; Vector3 lastPosition; public bool reachedDestination; public float stopDistance = 1; public float rotationSpeed; public float minSpeed, maxSpeed; public float movementSpeed; Vector3 velocity; private void Start() { movementSpeed = Random.Range(minSpeed, maxSpeed); } private void Update() { if (transform.position != destination) { Vector3 destinationDirection = destination - transform.position; destinationDirection.y = 0; float destinationDistance = destinationDirection.magnitude; if (destinationDistance >= stopDistance) { reachedDestination = false; Quaternion targetRotation = Quaternion.LookRotation(destinationDirection); transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime); transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime); } else { reachedDestination = true; } velocity = (transform.position - lastPosition) / Time.deltaTime; velocity.y = 0; var velocityMagnitude = velocity.magnitude; velocity = velocity.normalized; var fwdDotProduct = Vector3.Dot(transform.forward, velocity); var rightDotProduct = Vector3.Dot(transform.right, velocity); } } public void SetDestination(Vector3 destination) { this.destination = destination; reachedDestination = false; } }
@@cassidynoble5466 Thank you for this! Also, do you have an idea of decelerating and accelerating the object at each waypoint to make it similar to vehicle behaviour?
Great video mate. I've worked on a similar system but ended up using basic gizmos, having these unique editor controls would of made my work much easier 😮 Love your work!
Very comprehensive video, thanks a lot for sharing. Are you planning on sharing the project? The only thing that I would like to see is the behavior of pedestrians waiting by the traffic light when red. I know you could change the range to zero so pedestrians don't cross, but that wouldn't be the natural behavior. The expectation would be that the pedestrian chooses to head across but has to wait for the green light.
I wish this was uploaded earlier! I already made my own traffic system. It is almost similar to yours except yours does not spawn depending on player position yet
nice vid and good/fast presentation. subbed. you can do mini series on same topic with 2 or 3 videos max. so you can dive into details and also change the topic shortly after the series for non interested viewers. for example, this video topic is good but it feels like it cut half. thanks.
instead of an entry/exit point you could also set a bool variable called isIgnoreBranch, upon entering the branch you check if you will randomize branch entering or just ignore it completely, and then you just: isIgnoreBranch = !isIgnoreBranch;
This tutorial is neat! It would be cool to see a few more things! In a few demonstrations, it showed the Eric's spawning wherever they wanted to, but seeing them spawn on the path would be cool! Also, I saw him cutting corners a little bit. Perhaps we could also create a path that can only be travelled one way, so all of the traffic goes in one direction. Also, a button to automatically close a path would be neat too!
This was amazing, how come you have so few subscribers?!? I only just found your channel and I instantly subscribed, I hope to see more videos of yours in future!
A small mistake, not gonna check if it was mentioned in comments. The way Random.Range(minIncusive, maxExclusive) works is first number will be in this range and the second will NOT. So in WaypointNavigator it should have been (line 35): currentWaypoint = currentWaypoint.branches[Random.Range(0, currentWaypoint.branches.Count)]; In any other way the last branch will not ever been chosen no matter what. Also, I just found out it isn't really supportive of path branching with more than just one branch, sadly :( Not very good at maths and nodes, trees and so on, but I believe that is what really should be used here, no just "previous and next node"
If you pay attention in Spider man you can actually see that the enemies you throw off building actually get attached to the side of the building by a web bomb or something
At 9:00, I think you forgot the line newWaypoint.previousWaypoint = selectedWaypoint; Fantastic video, though! This waypoint stuff is extremely useful.
@Allan Reford My company I interned at bought an asset from the asset store and I heavily modified it. Looking back doing it this way would've been 100x better. But yeah I figured it out!
Awesome video Eric! This can be extended into various possibilities. If it's possible please upload the project repo on github. Even the project without this demo scene will work too. Thanks!
Great channel, lots of very useful content here. Could you do a tutorial on turn-based games? It's a topic that isn't covered in tutorials a lot so it will definately have value I think. I'm extremely interested in a system as used in the game "Dead in Bermuda". Keep up the good work!
thanks you so much i have been making a large free roam game and this helped me make it more interesting will be releasing next year btw if you are interested
I'd be interested to see how this would look if you use the waypoint system as one factor in some sort of boid controller. Then, you could add more clever avoidance of other pedestrians, random grouping of pedestrians for "friends" walking together (via attraction/speed matching), and I'm sure there's other things you could do with it. I might play around with this.
In under 20 minutes I learned how to make something that would have cost me $50 on the asset store
EXACTLLYYYYY!! Wonderful time to be alive!
more like 15 minutes
Compare it with this video, then.
Indeed! but much time required to build the whole system! Here comes asset store!
And now build it, test it, debug it... and it will take you months. Worth 50 bucks or more, right?
I'm interested in seeing how you would implement an anti collision system for pedestrians so they don't have glitchy bumpy movement due to colliders. I would imagine using a spherical or circular collider and a script that uses some sort of dampening or weight to slow down and push pedestrians around without being so harsh.
You could give them some sort of force field constraint or even make them physics based.
Or you could make it using a Unity build in navmesh to save ton of work. Set sidewalk to walkable, road to not walkable, twak some navmesh agent settings to get more natural movement and you can also easily implement obstacle avoidance. Then you can even make some interesting mechanics that will simulate how people normally move around. Example: go to friend's house > go for shopping > return home.
I'd do some research into flocking behaviors. That would even give the added benefits of people walking in groups. (But maybe also people randomly switching who they're friends with)
@@markiewicz.szymon navmesh does'nt help you in creating a lane traffics system
Though it might endup quite system taxing for a large project, but to avoid ped collision, you could add a raycast or preferably a spherecast to the AI script. And detect other objects before a collision occurs. This could also be added to for obsticles on the sidewalk and later for avoiding getting run over :)
Yes please do a full fledged tutorial series on this! I would love to see how you make cars interact with pedestrians and traffic signs!
How do you not have a million subs yet? This was amazingly presented, and very easy to follow! Great stuff
Have you shared this video so he get a million of subs yet? Why braggin if not?
@@MassimoRough I think you may have misunderstood what he was saying. He was saying that he deserves a million subscribers because of how well put together the video was. He didn't mean it in a negative way.
@@bmxchamp4 I think you misunderstood me. I was saying sharing video with others is a way to increase subscribers, while bragging about not having a 1m subscribers does nothing to it.
When you realize that your Unity Engine version doesn't like this code and so NOTHING WORKS.
dude, do you even realize how amazing is the content you are doing?
All I can say is WOW! So many cool idea's such as Branching I never thought about before though never worked much with NPC trafficing systems until I now need it in my game. This just blew me away. Looked all day yesterday for good info video's on the subject, found a couple but you my friend made it so incredibly easy to understand. Thank you! Sub'd and liked!
Really would like to see the car traffic system you had in mind :)
Man, I discovered your channel yesterday while looking at how to extend the Timeline! Since then the YT algo has fed me with 5 other of your videos, and I absolutely love your way of teaching, some might not realize the amount of work behind these but I'm very impressed. Thanks a lot.
Still waiting the sequel to this one, such a perfect video, the topic of npc behavior and population in games is so good, i love this, thanks bro!
GTA V's traffic system must have a parameter called "stupidity" set to 200000
It actually does!
Devs made the AI capable of making bad decissions and failing in porpouse cause, as u know, idiots do exist in real life too. Sadly, as u also commented, that chance may be set to "2000000" cause it happens more often than it should x)
@@selvesa You're talking about GTA V and if their traffic system has a stupidity ratio?
Ofcourse it does, that's a really obvious question lmfao
@@selvesa Aaand literally all of peds have stupidity assign to them
static BOOL IS_SOCCERMOM_AI() { return invoke(TRUE); }
@@suicidalbanananana what
This closed a huge gap in knowledge within only 18 minutes, amazing. Thank you for sharing
Wow! Great tutorial! A rather complicated subject perfectly reviewed in under 20 minutes 👍🤓
Holy shi! This is probably a Gem of a tutorial! Can't believe It took me years to find this type of quality content
As someone who knows game development but not c# this is a perfect way to help make crash coursing the language fun! I have to subscribe now lol.
I am forever grateful for this tutorial
Bro, the quality! I wish every tutorial was so on point as yours. Subbed and good luck with yt career!
2:08 When you said that I knew that this vid waqs going to be amazing! :D thanks
your contents are so helpful, I get to learn advanced stuffs that nobody else provides :)
I just discovered your Channel. You are a life saver
Fantastic video as always Matt!
I love your teaching process. Looking forward to seeing your channel blow up! :)
Sweet , concise and on point. Where you don't leave the viewer with some dead end but with new possibilities.Please make more videos
Great video Matt! Super cool stuff and really clearly explained. I'd be interested to see this interacting with Navmesh, which might also address some of the inter-person collision stuff. Great work!
Thanks Matt. Yup, I avoided navmesh for sake of simplifying the contents however I'm intending to cover it in the sequel video extending this system.
Would love to see an expanded version of this.
This is one of the best examples I have seen, please continue this.
This is exactly what I was looking for. Thank you!
This is such an amazing video, one issue I've run into though is when you pause your game. There will be a NAN position error. I've found a workaround for this by not putting the timescale to 0 but to 0.001f. It's not the most beautiful fix but hey it's something.
This is a really cool tutorial, a lot of things I didn't even know.
When you created a random direction at 12:18, I'm pretty sure you can just leave out the f in the random.range values, so
it will return an integer and you won't need to RoundToInt ^^
Edit: You got a like
Really nice work. I love both how thought out the traffic tool is and also you covering how to create the UI for it. Definitely create a sequel to expand on the traffic system like you mentioned.
If you would consider doing more tutorials that cover the basics of setting up an editor UI like the one you have here, I think a lot of people would be interested in that as well.
Where to say but i dont care about trafic, this video is so useful for rts games
Love it
Great video! hopefully the tutorials about traffic system will continue ;)
really good guide! thanks for sharing!
This is something unbelievable. Thank you very much!!
0:15 actually they survive the fall :D If you look at them, they never fall down, but instead, they are webbed to the wall
Very good quality tutorial! Expanding on this topic would be awesome
Thank you ! You give a lot of very effective and new advices, compared to other guys, that’s very nice.
I learned a lot thanks to this tutorial, especially the way to make tools for easily editing a level.
Thanks for a wonderful video! Indeed it is a great starting point for us to build a more complex system.
This video is amazing! Thank You!
Would you mind doing a video going over the CharacterNavigationController?
Agreed! Please go over the CharacterNavigationController
Not much difficult to write the script as 90% script has shared in the tutorial! I used this into my follow tut vid.
Here is what I came up with. I don't know if you're still working on the project, but maybe there are others that could benefit. I got to this by what he showed on screen in the script editor and what public variables were available in the Unity Inspector (currently, I don't have animations on my character so I cut those lines)-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PedestrianCharacterController : MonoBehaviour
{
public Vector3 destination;
Vector3 lastPosition;
public bool reachedDestination;
public float stopDistance = 1;
public float rotationSpeed;
public float minSpeed, maxSpeed;
public float movementSpeed;
Vector3 velocity;
private void Start()
{
movementSpeed = Random.Range(minSpeed, maxSpeed);
}
private void Update()
{
if (transform.position != destination)
{
Vector3 destinationDirection = destination - transform.position;
destinationDirection.y = 0;
float destinationDistance = destinationDirection.magnitude;
if (destinationDistance >= stopDistance)
{
reachedDestination = false;
Quaternion targetRotation = Quaternion.LookRotation(destinationDirection);
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime);
}
else
{
reachedDestination = true;
}
velocity = (transform.position - lastPosition) / Time.deltaTime;
velocity.y = 0;
var velocityMagnitude = velocity.magnitude;
velocity = velocity.normalized;
var fwdDotProduct = Vector3.Dot(transform.forward, velocity);
var rightDotProduct = Vector3.Dot(transform.right, velocity);
}
}
public void SetDestination(Vector3 destination)
{
this.destination = destination;
reachedDestination = false;
}
}
@@cassidynoble5466 Thank you so much, you saved me hours of confusion.
@@cassidynoble5466 Thank you for this! Also, do you have an idea of decelerating and accelerating the object at each waypoint to make it similar to vehicle behaviour?
Great video mate. I've worked on a similar system but ended up using basic gizmos, having these unique editor controls would of made my work much easier 😮
Love your work!
I'm really loving all your videos. Very informative with out holding your hand. Please keep up the great work. :)
This is just absolutely brilliant. Thank you so much.
Brilliant asset, thank you for sharing your skills for free.
Use should make probably more videos like this, can you make video on any of the topic like realistic combat and pakour
Feels like cyberpunk npcs to me, great job!
Amazing. Instantly subscribed. Thank you so much. Please keep making awesome videos.
That's awesome, thank you for this video!
Please do another one with more complex behaviour, or even cars! :)
Very comprehensive video, thanks a lot for sharing. Are you planning on sharing the project? The only thing that I would like to see is the behavior of pedestrians waiting by the traffic light when red. I know you could change the range to zero so pedestrians don't cross, but that wouldn't be the natural behavior. The expectation would be that the pedestrian chooses to head across but has to wait for the green light.
wow, this is awesome dude. looking forward to going through your other videos!
Subscribed immediately, great job
Would love to see one with vehicles!
He - creating custom editor to make waypoint
Meanwhile Ctrl - D :- I am joke to you
I wish this was uploaded earlier! I already made my own traffic system. It is almost similar to yours except yours does not spawn depending on player position yet
Thank you very much! Really useful, please continue :D
This is AWESOME!
HEY PLZ GIVE THE navigation controller full code plz
How to do Tilt Shift with URP would be REALLY COOL!!
nice vid and good/fast presentation. subbed. you can do mini series on same topic with 2 or 3 videos max. so you can dive into details and also change the topic shortly after the series for non interested viewers. for example, this video topic is good but it feels like it cut half. thanks.
Dude, Fantastic work!
very, very useful content. Great video!
Keep it up Matt.
This is cool dude, your video is awesome. I learn a lot
Im need character navigation controller!!
Love your videos man and I can't wait to see more tutorials from you ;)
Did you ever make a video on vehicle traffic? Would love a detailed guide on that especially on a multi-lane road
I love it please make more videos and if possible can you make a video about how to add behaviour to the pedestrians
instead of an entry/exit point you could also set a bool variable called isIgnoreBranch,
upon entering the branch you check if you will randomize branch entering or just ignore it completely,
and then you just:
isIgnoreBranch = !isIgnoreBranch;
Amazing...well done and very crisp tutorial..probably if you could teach c# I think everyone will learn it clearly..from your tuts
This is a good starting point, however many improvements could be made (such as not having a game object for each waypoint)
This tutorial is neat! It would be cool to see a few more things!
In a few demonstrations, it showed the Eric's spawning wherever they wanted to, but seeing them spawn on the path would be cool!
Also, I saw him cutting corners a little bit.
Perhaps we could also create a path that can only be travelled one way, so all of the traffic goes in one direction.
Also, a button to automatically close a path would be neat too!
it would be weirder if they WEREN'T cutting corners
You did a really good job!! Thanks a lot.
HEY PLZ GIVE THE navigation controller full code plz
This was amazing, how come you have so few subscribers?!? I only just found your channel and I instantly subscribed, I hope to see more videos of yours in future!
A small mistake, not gonna check if it was mentioned in comments. The way Random.Range(minIncusive, maxExclusive) works is first number will be in this range and the second will NOT. So in WaypointNavigator it should have been (line 35): currentWaypoint = currentWaypoint.branches[Random.Range(0, currentWaypoint.branches.Count)];
In any other way the last branch will not ever been chosen no matter what.
Also, I just found out it isn't really supportive of path branching with more than just one branch, sadly :(
Not very good at maths and nodes, trees and so on, but I believe that is what really should be used here, no just "previous and next node"
Traffic sounds really interesting! :)
If you pay attention in Spider man you can actually see that the enemies you throw off building actually get attached to the side of the building by a web bomb or something
You could simplify the code with some parameters to make the functions less redundant
How did you make the character controller?
At 9:00, I think you forgot the line
newWaypoint.previousWaypoint = selectedWaypoint;
Fantastic video, though! This waypoint stuff is extremely useful.
I'm having trouble finding the waypoints window to create new waypoints other than that this a very thorough tutorial.
Damn, I wish I would've stumbled across this video 5 months ago when I started my internship :(
@Allan Reford My company I interned at bought an asset from the asset store and I heavily modified it. Looking back doing it this way would've been 100x better. But yeah I figured it out!
3:04 WaypointManagerWindow
15:56 Entry node, exit node.
Phenomenal video!
Can you please share or do a guide for Character Navigation Controller Script? Thanks
You've earned a sub! Great content!
Awesome video Eric! This can be extended into various possibilities. If it's possible please upload the project repo on github. Even the project without this demo scene will work too. Thanks!
Cool i understand nothing but...
I will copy and paste it
Great channel, lots of very useful content here. Could you do a tutorial on turn-based games? It's a topic that isn't covered in tutorials a lot so it will definately have value I think. I'm extremely interested in a system as used in the game "Dead in Bermuda".
Keep up the good work!
I would love to see more!
Great video, thank you
Very cool. Well done!
Keep up the good work.You've got new Subscriber
*that trembling of the characters when they collide is horrendous*
Would love to see more! 🤓
This is really cool!
fantastic tutorial thank you so much
Good Video...So this is the magic of video games ??? Cool
Amazing tutorial!
Awesome video! maybe you can take this system a bit further. Thanks
Amazing Video!
thanks you so much i have been making a large free roam game and this helped me make it more interesting will be releasing next year btw if you are interested
CDPR like "Write that down! Write that down"
I'd be interested to see how this would look if you use the waypoint system as one factor in some sort of boid controller. Then, you could add more clever avoidance of other pedestrians, random grouping of pedestrians for "friends" walking together (via attraction/speed matching), and I'm sure there's other things you could do with it. I might play around with this.
Great video. And cool system.
LOVE IT!!!!!!!! Thanks so much bro