Flying NavMeshAgents! | AI Series 10 | Unity Tutorial
Автор: LlamAcademy
Загружено: 2021-04-13
Просмотров: 31552
In this tutorial I go over how to configure your NavMeshAgent to "fly" around on a NavMesh. This is how you can set up your NavMeshAgents in a Real-Time Strategy style gameI set up, from scratch, a new enemy that flies, has its own attack configuration, can path very differently than the land-based enemies, set up physics layers to prevent melee attacking enemies from being able to hit the flying enemies. I also quickly model a flying enemy in ProBuilder, feel free to skip that section if you already have a flying model.
Flying NavMeshAgents are very similar to other NavMeshAgents, there's just some subtle configuration differences you'll have to look into to make sure your NavMesh is detailed enough, that they can "step" over the obstacles you'd like them to fly up/down. Pay special attention to those sections to make sure you don't miss any important NavMeshSurface configuration or NavMeshAgent configuration!
At the end, I'll go over how to set up Physics Layers to support land-only attacking, air-only attacking, and "Combo" attacking units that can attack both land and air.
👨💻 As always, all code from this video is available on GitHub: https://github.com/llamacademy/ai-ser... This is the END STATE of this tutorial. If you want to follow along, check out part 9: https://github.com/llamacademy/ai-ser... and you can follow along with the video.
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Chapters:
00:00 Intro
01:22 Model Flying Enemy with ProBuilder
03:07 Create & Configure Flying Enemy AI Type
04:43 NavMeshModifier Changes
05:10 Advanced NavMeshSurface Baking
06:38 Flying Enemy GameObject Configuration
07:39 Flying Enemy ScriptableObject Setup
09:21 Flying Enemy Animation
10:46 Component Configuration
11:16 Initial Demo
12:00 Discussion on Air/Ground Only Attacking
12:40 Physics Setup
13:40 Demo with Player Unable to Punch Jets
14:53 Closing
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