Game Development: Pathfinding with Unity
- Descrição
- Currículo
- FAQ
- Revisões
Have you ever wondered how NPCs and monsters find paths from one point to another?
In this course you are going to learn how to create Steering Systems that avoid obstacles so your agent can run a circuit. As you are learning that, you are also learning how raycasts, sensors and Gizmos work.
You will learn to code the Pathfinding Algorithms A* and Dijkstra in C# and Unity. They will be made using Unity’s Tilemap System so you can very easily understand how they work and what is going on.
Then, how to apply the A* Algorithm in tridimensional environments, making a controller of agents that can make those individual agents pursue a Player.
Lastly, you’ll learn how to use Unity’s NavMesh and create a system where agents can jump over empty spaces, climb ladders and all.
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4Preparing the EnvironmentVídeo Aula
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5GizmosVídeo Aula
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6Creating the CircuitVídeo Aula
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7Basic RotationVídeo Aula
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8Changing to the Next WaypointVídeo Aula
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9Sensors and RaycastsVídeo Aula
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10Side SensorsVídeo Aula
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11Improving Sensors CodeVídeo Aula
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12Avoid SteeringVídeo Aula
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13The Problem with SteeringsVídeo Aula
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14Creating a New ProjectVídeo Aula
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15SetTile and SetColorVídeo Aula
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16Board and TileLogicVídeo Aula
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17Algorithm and Finding the ObjectiveVídeo Aula
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18Preparing for the DijkstraVídeo Aula
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19Dijkstra AlgorithmVídeo Aula
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20Blocked TilesVídeo Aula
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21Different Move CostsVídeo Aula
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22Building the Path Based on the SearchVídeo Aula
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23Pathfinder's InheritanceVídeo Aula
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24Coding the A*Vídeo Aula
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25Understanding the A* CodeVídeo Aula
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26Fixing Bugs and Different Types of ListsVídeo Aula
