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Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene

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Navmesh AI Tutorial 14 - Procedural NavMesh Generation at Runtime Part 2

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 3 Scenes:

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

  1. A Player-only scene baking a NavMesh around the player as they move

Requirements

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

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Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene

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