How to use Context Steering AI in Unity - P1 Overview
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Published 2022-07-11
Learn C# for Unity by making games:
courses.sunnyvalleystudio.com/
Previous tutorials about this system:
• Unity RPG Mechanics
Context Steering article:
www.gameaipro.com/GameAIPro2/GameAIPro2_Chapter18_…
Github Scripts
github.com/SunnyValleyStudio/Unity-2D-Context-stee…
Patreons Link - Full Project:
www.patreon.com/posts/68964987
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00:00 Intro
00:49 What is context steering
02:51 Weights
03:22 Interest and Danger arrays
04:49 Selecting the movement direction
06:03 Enemy Wall Avoidance Problem
#unity2d #ai #gamedev
All Comments (21)
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Love this. I've played with A* in the past but I always wanted something a tad simpler and more lightweight, and this seems perfect. Your videos are awesome, keep up the great work!
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I am so excited. I have been looking for something like this for months.
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I'm glad you're doing a video on Context Steering. I've known about Context Steering for some time, but I was still always surprised at how few resources can be found out there, even though the algorithm can be really useful.
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The idea of caching the last position has saved my path finding. I can't believe I didn't think of that! Thanks man :)
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Thanks, your tutorials are brilliant among others on Unity & Gamedev, and offer good codestyle
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Awesome stuff, thank you so much for this amazing tutorials!
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your tutorials are on point, thanks for your guidance
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Incredible explanation! Thanks.
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Awesome topic
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Hello, I'm not using unity for my project (using godot), but your explanation of this algorithm is so succinct that I was very easily able to translate this into an entirely different engine. Thanks!
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Very good explanation! Looking forward to the code.
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This's what I need !!! I'm coding my own Pathfinding System, but pathfinding to a moving item is very costly. This is a new solution for me. Thank you bro !!! Have a good day. 😆😆
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I think this will be the solution I need for my current problem, thank you!
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I loved this video. thanks
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Thanks!!
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I love your tutorials so much! Im very lucky to found you on youtube! I have one question. How can i make that the enemy dont stack at each other? and spread around the player to attack.
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Hello there, thank your for your awesome tutorial. I just wondering, what is the performance penalty for using 8 (or 5) raycasts instead of navmesh baking and querying A* path in every update if any? Using raycasts and breadcrumbs is awesome
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Thanks so much for this tutorial, I really enjoyed it! You managed to make context steering sound simple! 6:03 About the enemy wall avoidance problem, do you think there's any way of getting past this with another solution? Testing this system out with complex environments like moving obstacles, the last cached position can end up at the other side of a moving obstacle so the enemy tries to run at it until the obstacle moves away. I was thinking about maybe somehow mixing pathfinding with this system. Do you have any suggestions?
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Hi, thanks for tuts! Can I also use it for obstacle avoidance of enemies?
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How you manage more than one enemy if they should avoid between them? I think a good answer would be flocking or flow field… but I would like to see what you think. Great content :) Thanks!