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In this tutorial repository I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type

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Navmesh AI Tutorial 17 - Customize Agent Movement on NavMeshLinks Based on the Area Type

The below video is the tutorial that ENDS where this project is. In the tutorial I review how to construct pieces of level so feel free to follow along with this project.

Youtube Tutorial

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In this project we have 6 Scenes:

NavMeshLink Demo: AI Series Part 17

  1. Small scene with several NavMeshLinks with different configurations to showcase customization of NavMeshAgent movement over a NavMeshLink based on Area Type.

Additive Loading Scenes: AI Series Part 16

Additive Scene 1:

  1. SampleScene below with a trigger to load a new scene when the player gets to a particular zone of the level
  2. Additively load "Additive Scene 2"

Additive Scene 2:

  1. Connects to "Additive Scene 1" with a NavMeshLink to allow players and enemies to travel to the new scene uninterrupted

SampleScene:

  1. Simple click to move. - AI Series Part 1
  2. An enemy that follows the player AI Series Part 1
  3. NavMeshLinks to allow the player and enemy to jump from one platform to another, and on top of some walls. AI Series Part 2
  4. AgentLinkMover to control how NavMeshAgents will traverse NavMeshLinks AI Series Part 2
  5. Animated 3D Model based on NavMeshAgent's movement AI Series Part 3
  6. Dynamically spawned enemies at random points on the NavMesh AI Series Part 4
  7. 4 Enemy types, configured via a ScriptableObject, that path differently based on Agent Configuration AI Series Part 5
  8. Enemies and Player attack the other when they near each other, until dead. AI Series Part 6
  9. Ranged Attacking Enemies AI Series Part 7 and Part 8
  10. Configurable Homing Bullet Mechanics for Ranged Enemies AI Series Part 7 and Part 8
  11. Improved ScriptableObject Configurations AI Series Part 9
  12. Flying Enemies AI Series Part 10
  13. State Machine AI with 3 options - idle, patrol, chase, including line of sight checking AI Series Part 11

Progressive NavMesh: AI Series Part 13

  1. A procedurally generated world and NavMesh so it can be navigated by NavMeshAgents
  2. Enemies spawn as the player runs throughout the world, becoming disabled when they are too far away from the player.

Bake NavMesh in Bounds: AI Series Part 14 and Part 15

  1. A Player-only scene baking a NavMesh around the player as they move
  2. Spawning enemies as the player moves throughout the large world

Requirements

  • Requires Unity 2019.4 LTS or higher.
  • Utilizes the Navmesh Components from Unity's Github.

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In this tutorial repository I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type

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