Navmesh AI Tutorial 15 - Spawning Enemies on a Procedural NavMesh - NavMesh Generation at Runtime Part 3
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.
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In this project we have 3 Scenes:
SampleScene:
- Simple click to move. AI Series Part 1
- An enemy that follows the player - AI Series Part 1
- NavMeshLinks to allow the player and enemy to jump from one platform to another, and on top of some walls. - AI Series Part 2
- AgentLinkMover to control how NavMeshAgents will traverse NavMeshLinks - AI Series Part 2
- Animated 3D Model based on NavMeshAgent's movement - AI Series Part 3
- Dynamically spawned enemies at random points on the NavMesh - AI Series Part 4
- 4 Enemy types, configured via a ScriptableObject, that path differently based on Agent Configuration - AI Series Part 5
- Enemies and Player attack the other when they near each other, until dead. - AI Series Part 6
- Ranged Attacking Enemies - AI Series Part 7 and Part 8
- Configurable Homing Bullet Mechanics for Ranged Enemies - AI Series Part 7 and Part 8
- Improved ScriptableObject Configurations - AI Series Part 9
- Flying Enemies - AI Series Part 10
- State Machine AI with 3 options - idle, patrol, chase, including line of sight checking - AI Series Part 11
Progressive NavMesh: - AI Series Part 13
- A procedurally generated world and NavMesh so it can be navigated by NavMeshAgents
- 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
- A Player-only scene baking a NavMesh around the player as they move
- Spawning enemies as the player moves throughout the large world
- Requires Unity 2019.4 LTS or higher.
- Utilizes the Navmesh Components from Unity's Github.