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The random point generated will be a random point in 3d space. So it might not be accessible via the navmesh, which is why we need to get the...
1) Your agent should be following the shortest path possible (or easiest to reach), which doesn't necessarily have to be a straight line. 2) To...
I think this might be what you're looking for.. :) NavMeshPath navpath = new NavMeshPath(); NavMesh.CalculatePath (somePosition,...
You could try something along those lines... NavMeshPath navpath = new NavMeshPath(); NavMesh.CalculatePath (somePosition, someOtherPosition,...
Try using something along those lines to check if you reached your target: if (Vector3.Destination (transform.position, target.position) <=...
You should check out this thread. There are some interesting behavior tree solutions and some code I uploaded. You might wanna take a look at that...
From what I understood, you want to create a C# file from the behavior tree you created in a visual editor, correct? Why go through all that...
You can check whether or not the player is in range by using Vector3.Distance. if (Vector3.Distance (transform.position, player.position) <=...
I would go with your first instinct of using Random.insideUnitSphere. It's what I did anyways.. :) public static Vector3 RandomNavSphere (Vector3...
4. To check whether or not the target is unreachable... // navpath: The NavMeshPath if (navpath.status == NavMeshPathStatus.PathInvalid ||...
That's gonna be one hell of a constructor in a large BT :D
You might wanna take a look at Unity's 'Random.insideUnitSphere' to calculate a position within a given distance. You could try something along...
Hey guys, I've recently been working on a custom AI solution for Unity as the ones found in the Asset Store haven't really been able to convince...
I like your idea but I would probably recommend setting up a weapon manager script attached to your player and a custom script for every kind of...
@Eric2241 I know they are. But I really didn't like the way they were ported so I created a port of my own. I think when using C# you should make...
@Eric2241 Thanks :) The water I'm using is my custom made 'Ocean Shader Plus'. You can get it on the asset store ;)
@Baldinoboy I got around this by reading the screen size with textureSizeX = Screen.width; textureSizeY = Screen.height; in the Awake-Method. And...
The easiest - and probably best solution - would be to just put four cube colliders around your ground.
Looks gorgeous! Keep it up! ;)
I recently started working on a small platformer game in the style of Mario and I'd love to get some feedback and ideas from you guys! What I've...