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Question Can I get any hints to implement this army formation movement?

Discussion in 'Navigation' started by ray_unity973, Sep 19, 2022.

  1. ray_unity973

    ray_unity973

    Joined:
    Aug 1, 2022
    Posts:
    1
    I'm having a though time making formation movement like the gif.
    While working, I learned about some sampling algorithms, flocking, boids separation, etc and tried to mixed them with mine. have used a* and navmesh. well i still don't have any idea how to make them properly look good. just wanna know if is there a concept about formation movements i'm missing or i'm just not enough to make them.
     

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  2. warthos3399

    warthos3399

    Joined:
    May 11, 2019
    Posts:
    1,749
    This is a tough senario, Your using A* as a base pathfinding/AI asset. Theres other assets out there that may suit your project better. Have a look at EmeraldAI, as its what i have used for years, and it supports formations and alot more, with great control.

    Personally ive never dealt with this type situation, but EmeraldAI might just be what your looking for...
     
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  3. REDACT3D_

    REDACT3D_

    Joined:
    Nov 8, 2020
    Posts:
    222
    I'm always like 'will the player even notice this'
    or will they just come around the corner and blast everything? lol

    I think what I would try is to fake the look of it with some kind of built in system.
    maybe the particle system using noise and world space collisions to send destinations to the navmesh agents.
    maybe some kind of squad or spawn groups.

    The Gif almost looks like they just spawn out the back.
    Don't notice the flocking right away
     
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