NavMeshObstacle and NavMeshAgent - Together! | AI Series Part 33 | Unity Tutorial
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Published 2021-11-16
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As usual with the AI Series, we're using the NavMesh Components: docs.unity3d.com/Manual/NavMesh-BuildingComponents… not the built-in navigation system.
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Chapters:
00:00 The NavMeshObstacle & Interaction with NavMeshAgents
02:45 Scene Overview
03:45 ObstacleAgent.cs - Mixing NavMeshObstacle and NavMeshAgent
06:45 PlayerMovement.cs - Use ObstacleAgent
07:10 SimpleAgentPatrol.cs - Use ObstacleAgent
07:31 Hooking it up & Demo
09:10 Options to Re-enable NavMeshAg
All Comments (13)
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Thank you man, I had this snapping issue with my agents and activating navAgent a frame after you disable obstacle really fixed the issue.
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Now in addition to watching the video, i can also understand what you say, thanks to the automatic subtitles i got a way to translate in real time. Congratulations and thanks for sharing your knowledge with us.
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Love your videos. Keep up the good work !!!
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amazing videos, cheers!
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Thanks a lot!
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There is RVO Simulator in A* Pathfinding asset which allows agents to avoid each other while moving. Great vid tho!
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Hey Chris, do you happen to know if there is a performance cost associated with stationary NavMeshObstacle?
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3:36 The project Browser just dock in just like Unreal Engine 5, what is the name of that asset?
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I watched your how to make AI surround the player video. Would this be a better method for something like zombies walking near the player then finding the closest open spot to get in melee range of the player?
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Thanks for these tutorials. Is there a simple way to reset destination of nav agent. Say if the enemy follows player then the player switches to another charater. I tried nav reset and cancel methods but enemy will follow the players previous characters destination.
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I have a char that shoot and a Nasmesh but when I shoot the names it goes backwards and doesn't follow me anymore. Now how to fix?
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why Vector3.Distance and notnavMeshAgent.remainingDistance?