Hey! I’ve covered the basics of that wayyyy back in AI Series Part 18: th-cam.com/video/PD6VFD1a21g/w-d-xo.html The behavior you choose for the traversal can be anything! Playing an animation to climb a ladder, jump out a window, etc.. in that video I go over the common “jump”, teleport, move constant speed, and move on a curve. But any motion is possible!
How can you predict ladder climbing through OffMeshLink? Also speed reduction and other stuffs needs to be taken into consideration as well. Especially for avg vertical climbing
I think this video will help answer those questions: NavMeshLink Traversal by Area Type | AI Series Part 17 | Unity Tutorial th-cam.com/video/PD6VFD1a21g/w-d-xo.html It shows how to configure how a NavMeshAgent will traverse a link. You could define the area type as “ladder” and have a custom movement behavior for that type
Hello sir, hope you do a tutorial of "Meter Distance between two Transform GameObject" and how to manipulate the distance. Wish me luck for our final project in College. Thank you sir for your video tutorials, most of them Help me a lot. Wish you more Subscriber.
Thank you 🙏! Can you elaborate on what "Meter distance between two transform gameobject" means? Is it that you want to monitor & display the distance between two objects and if you change that value it moves them closer/farther?
Sure. Depending on how you want it to work… might be as simple as putting a Rigidbody on your furniture and excluding them from the NavMesh bake to have the agents push it around.
I have an issue with navmesh, when my enemy goes to the corners where it is not walkable then it instantly get back to the walkable area like snap. How to solve this please help !!
@@LlamAcademy I am using root motion for attack and hurt Animation..but when they reach any non walkable area while in root motion like corners they instantly move to a walkable area after the root motion over
Great ideas, but it would be more professional to provide code that does not allocate any garbage, all of the code you provided could be modifed to not produce any additional allocation after initialization. Simply suggesting this as you are making professional looking content, the code quality should be similar if possible.
Guest “Who Me?” is fully wonderful.
Yay! I am in the video :D haha. Great video! :)
😁 I love how it came out! Keep up the awesome work!
@@LlamAcademy me too! Thank you so much! I'll do my best! :D
Speaking about OffMeshLink, any chance you do a custom OffMeshLink traversal? somekind like ladder, climb up/down, jump over window/obstacle etc?
Hey! I’ve covered the basics of that wayyyy back in AI Series Part 18: th-cam.com/video/PD6VFD1a21g/w-d-xo.html
The behavior you choose for the traversal can be anything! Playing an animation to climb a ladder, jump out a window, etc.. in that video I go over the common “jump”, teleport, move constant speed, and move on a curve. But any motion is possible!
@@LlamAcademy Ah gotcha, Thanks for the info. I'll check it out
How can you predict ladder climbing through OffMeshLink? Also speed reduction and other stuffs needs to be taken into consideration as well. Especially for avg vertical climbing
I think this video will help answer those questions: NavMeshLink Traversal by Area Type | AI Series Part 17 | Unity Tutorial
th-cam.com/video/PD6VFD1a21g/w-d-xo.html
It shows how to configure how a NavMeshAgent will traverse a link. You could define the area type as “ladder” and have a custom movement behavior for that type
Hello sir, hope you do a tutorial of "Meter Distance between two Transform GameObject" and how to manipulate the distance. Wish me luck for our final project in College. Thank you sir for your video tutorials, most of them Help me a lot. Wish you more Subscriber.
Thank you 🙏!
Can you elaborate on what "Meter distance between two transform gameobject" means? Is it that you want to monitor & display the distance between two objects and if you change that value it moves them closer/farther?
Hey is there a way to push/pull other objects like furniture with your navmesh agent?
Sure. Depending on how you want it to work… might be as simple as putting a Rigidbody on your furniture and excluding them from the NavMesh bake to have the agents push it around.
we gonna like your video , who me, yes you..
😄
I have an issue with navmesh, when my enemy goes to the corners where it is not walkable then it instantly get back to the walkable area like snap.
How to solve this please help !!
Can you elaborate on this scenario? Is it when they reach the OffMeshLink they teleport to the next corner?
@@LlamAcademy I am using root motion for attack and hurt Animation..but when they reach any non walkable area while in root motion like corners they instantly move to a walkable area after the root motion over
Sounds like you need the position correction like what I covered in the Root Motion NavMeshAgents video: th-cam.com/video/uAGjKxH4sDQ/w-d-xo.html
@@LlamAcademy Okk!! I will try it...btw thank You for your reply.
Great ideas, but it would be more professional to provide code that does not allocate any garbage, all of the code you provided could be modifed to not produce any additional allocation after initialization. Simply suggesting this as you are making professional looking content, the code quality should be similar if possible.
Good feedback. Thank you.