I'm interested in seeing how you would implement an anti collision system for pedestrians so they don't have glitchy bumpy movement due to colliders. I would imagine using a spherical or circular collider and a script that uses some sort of dampening or weight to slow down and push pedestrians around without being so harsh.
Or you could make it using a Unity build in navmesh to save ton of work. Set sidewalk to walkable, road to not walkable, twak some navmesh agent settings to get more natural movement and you can also easily implement obstacle avoidance. Then you can even make some interesting mechanics that will simulate how people normally move around. Example: go to friend's house > go for shopping > return home.
I'd do some research into flocking behaviors. That would even give the added benefits of people walking in groups. (But maybe also people randomly switching who they're friends with)
Though it might endup quite system taxing for a large project, but to avoid ped collision, you could add a raycast or preferably a spherecast to the AI script. And detect other objects before a collision occurs. This could also be added to for obsticles on the sidewalk and later for avoiding getting run over :)
All I can say is WOW! So many cool idea's such as Branching I never thought about before though never worked much with NPC trafficing systems until I now need it in my game. This just blew me away. Looked all day yesterday for good info video's on the subject, found a couple but you my friend made it so incredibly easy to understand. Thank you! Sub'd and liked!
Man, I discovered your channel yesterday while looking at how to extend the Timeline! Since then the YT algo has fed me with 5 other of your videos, and I absolutely love your way of teaching, some might not realize the amount of work behind these but I'm very impressed. Thanks a lot.
@@MassimoRough I think you may have misunderstood what he was saying. He was saying that he deserves a million subscribers because of how well put together the video was. He didn't mean it in a negative way.
@@bmxchamp4 I think you misunderstood me. I was saying sharing video with others is a way to increase subscribers, while bragging about not having a 1m subscribers does nothing to it.
It actually does! Devs made the AI capable of making bad decissions and failing in porpouse cause, as u know, idiots do exist in real life too. Sadly, as u also commented, that chance may be set to "2000000" cause it happens more often than it should x)
Very comprehensive video, thanks a lot for sharing. Are you planning on sharing the project? The only thing that I would like to see is the behavior of pedestrians waiting by the traffic light when red. I know you could change the range to zero so pedestrians don't cross, but that wouldn't be the natural behavior. The expectation would be that the pedestrian chooses to head across but has to wait for the green light.
This is such an amazing video, one issue I've run into though is when you pause your game. There will be a NAN position error. I've found a workaround for this by not putting the timescale to 0 but to 0.001f. It's not the most beautiful fix but hey it's something.
Great video Matt! Super cool stuff and really clearly explained. I'd be interested to see this interacting with Navmesh, which might also address some of the inter-person collision stuff. Great work!
Really nice work. I love both how thought out the traffic tool is and also you covering how to create the UI for it. Definitely create a sequel to expand on the traffic system like you mentioned. If you would consider doing more tutorials that cover the basics of setting up an editor UI like the one you have here, I think a lot of people would be interested in that as well.
This is a really cool tutorial, a lot of things I didn't even know. When you created a random direction at 12:18, I'm pretty sure you can just leave out the f in the random.range values, so it will return an integer and you won't need to RoundToInt ^^ Edit: You got a like
I wish this was uploaded earlier! I already made my own traffic system. It is almost similar to yours except yours does not spawn depending on player position yet
This was such an educational video and it helped me understand much more about programming and what can be done with Unity. I'm still getting errors though and can't figure out why. I think something was missed in the character navigation script that I can't catch with the pause button. Would it be possible to make the scripts available somehow? Thank you!
Actually he has shared the script of navigation controller! Some additional information required. It will be best of game Dev guide share us the link of Script. Thanks
At 9:00, I think you forgot the line newWaypoint.previousWaypoint = selectedWaypoint; Fantastic video, though! This waypoint stuff is extremely useful.
Great video mate. I've worked on a similar system but ended up using basic gizmos, having these unique editor controls would of made my work much easier 😮 Love your work!
Here is what I came up with. I don't know if you're still working on the project, but maybe there are others that could benefit. I got to this by what he showed on screen in the script editor and what public variables were available in the Unity Inspector (currently, I don't have animations on my character so I cut those lines)- using System.Collections; using System.Collections.Generic; using UnityEngine; public class PedestrianCharacterController : MonoBehaviour { public Vector3 destination; Vector3 lastPosition; public bool reachedDestination; public float stopDistance = 1; public float rotationSpeed; public float minSpeed, maxSpeed; public float movementSpeed; Vector3 velocity; private void Start() { movementSpeed = Random.Range(minSpeed, maxSpeed); } private void Update() { if (transform.position != destination) { Vector3 destinationDirection = destination - transform.position; destinationDirection.y = 0; float destinationDistance = destinationDirection.magnitude; if (destinationDistance >= stopDistance) { reachedDestination = false; Quaternion targetRotation = Quaternion.LookRotation(destinationDirection); transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime); transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime); } else { reachedDestination = true; } velocity = (transform.position - lastPosition) / Time.deltaTime; velocity.y = 0; var velocityMagnitude = velocity.magnitude; velocity = velocity.normalized; var fwdDotProduct = Vector3.Dot(transform.forward, velocity); var rightDotProduct = Vector3.Dot(transform.right, velocity); } } public void SetDestination(Vector3 destination) { this.destination = destination; reachedDestination = false; } }
@@cassidynoble5466 Thank you for this! Also, do you have an idea of decelerating and accelerating the object at each waypoint to make it similar to vehicle behaviour?
Thank you ! You give a lot of very effective and new advices, compared to other guys, that’s very nice. I learned a lot thanks to this tutorial, especially the way to make tools for easily editing a level.
nice vid and good/fast presentation. subbed. you can do mini series on same topic with 2 or 3 videos max. so you can dive into details and also change the topic shortly after the series for non interested viewers. for example, this video topic is good but it feels like it cut half. thanks.
This tutorial is neat! It would be cool to see a few more things! In a few demonstrations, it showed the Eric's spawning wherever they wanted to, but seeing them spawn on the path would be cool! Also, I saw him cutting corners a little bit. Perhaps we could also create a path that can only be travelled one way, so all of the traffic goes in one direction. Also, a button to automatically close a path would be neat too!
I'd be interested to see how this would look if you use the waypoint system as one factor in some sort of boid controller. Then, you could add more clever avoidance of other pedestrians, random grouping of pedestrians for "friends" walking together (via attraction/speed matching), and I'm sure there's other things you could do with it. I might play around with this.
If you pay attention in Spider man you can actually see that the enemies you throw off building actually get attached to the side of the building by a web bomb or something
Got the full screen of the controller for the crowd mesh? It seems that you just show few lines of it. Awesome tutorial; would love to see how did you solve the issue with car jerking around while calculating collision among each other and how to make them move realistically.
Great channel, lots of very useful content here. Could you do a tutorial on turn-based games? It's a topic that isn't covered in tutorials a lot so it will definately have value I think. I'm extremely interested in a system as used in the game "Dead in Bermuda". Keep up the good work!
A small mistake, not gonna check if it was mentioned in comments. The way Random.Range(minIncusive, maxExclusive) works is first number will be in this range and the second will NOT. So in WaypointNavigator it should have been (line 35): currentWaypoint = currentWaypoint.branches[Random.Range(0, currentWaypoint.branches.Count)]; In any other way the last branch will not ever been chosen no matter what. Also, I just found out it isn't really supportive of path branching with more than just one branch, sadly :( Not very good at maths and nodes, trees and so on, but I believe that is what really should be used here, no just "previous and next node"
Awesome video Eric! This can be extended into various possibilities. If it's possible please upload the project repo on github. Even the project without this demo scene will work too. Thanks!
instead of an entry/exit point you could also set a bool variable called isIgnoreBranch, upon entering the branch you check if you will randomize branch entering or just ignore it completely, and then you just: isIgnoreBranch = !isIgnoreBranch;
This was amazing, how come you have so few subscribers?!? I only just found your channel and I instantly subscribed, I hope to see more videos of yours in future!
Oh man I want to do this since years but had no time for it. Good to see a video about it. I already made something similair in garrysmod (you can code ingame there and share results). I made there a AI vehicle which two modes, track and pathfind. Track is just looping a waypoint-path and pathfinding will work like a star. It was so nice to sit on own vehicle and see how it moves :D. Same thing I wanted to make for airplane aswell but yea.
i remember doing shit like this with gmod too, wanted to create an AI system with WAC because i prefered its more realistic controls to LFS' far too floaty controls. well, at least for helicopters anyway
@@dmas7749 Cool I used ACF sometimes as well. I have a helicopter with ACF cannons but parented to holos. It has no really AI but it follows commands like attack, move, land , fly to target position. It was funny to give the command to attack me so I had enemy to fight lol. But I think my tanks had the AI stuff because they were hovering.
@Allan Reford My company I interned at bought an asset from the asset store and I heavily modified it. Looking back doing it this way would've been 100x better. But yeah I figured it out!
the extra- branch hack doesnt quite work because the character could still turn around after branching and take the other branch back or walk in triangles. This can easily be fixed by adding a bool canBranch variable to the waypointNavigator that is set to false after branching and true on next waypoint. this way you only need two waypoints branched to each other and NPCs cant branch twice in a row to take the same way back.
Really nice video but can you maybe make a tutorial how you could implement this with a road texture of some sort and making it an place able object in the game like you yould in a park building tycoon game. I would really appreciate it.
Hi everyone! Great video! I am applying this method for cars and was wondering if there is a way I could smoothen out the path at turns by making splines or curves.
Great tutorial! I have only one complaint, and it is about the branching: when an npc gets off an exit node, he might walk back into an entry node, giving him a chance to do a full U-turn. Is there anyway to make them not return to the branch they just came from for a small duration? Thanks!
In under 20 minutes I learned how to make something that would have cost me $50 on the asset store
EXACTLLYYYYY!! Wonderful time to be alive!
more like 15 minutes
Compare it with this video, then.
Indeed! but much time required to build the whole system! Here comes asset store!
And now build it, test it, debug it... and it will take you months. Worth 50 bucks or more, right?
I'm interested in seeing how you would implement an anti collision system for pedestrians so they don't have glitchy bumpy movement due to colliders. I would imagine using a spherical or circular collider and a script that uses some sort of dampening or weight to slow down and push pedestrians around without being so harsh.
You could give them some sort of force field constraint or even make them physics based.
Or you could make it using a Unity build in navmesh to save ton of work. Set sidewalk to walkable, road to not walkable, twak some navmesh agent settings to get more natural movement and you can also easily implement obstacle avoidance. Then you can even make some interesting mechanics that will simulate how people normally move around. Example: go to friend's house > go for shopping > return home.
I'd do some research into flocking behaviors. That would even give the added benefits of people walking in groups. (But maybe also people randomly switching who they're friends with)
@@markiewicz.szymon navmesh does'nt help you in creating a lane traffics system
Though it might endup quite system taxing for a large project, but to avoid ped collision, you could add a raycast or preferably a spherecast to the AI script. And detect other objects before a collision occurs. This could also be added to for obsticles on the sidewalk and later for avoiding getting run over :)
Yes please do a full fledged tutorial series on this! I would love to see how you make cars interact with pedestrians and traffic signs!
dude, do you even realize how amazing is the content you are doing?
All I can say is WOW! So many cool idea's such as Branching I never thought about before though never worked much with NPC trafficing systems until I now need it in my game. This just blew me away. Looked all day yesterday for good info video's on the subject, found a couple but you my friend made it so incredibly easy to understand. Thank you! Sub'd and liked!
Man, I discovered your channel yesterday while looking at how to extend the Timeline! Since then the YT algo has fed me with 5 other of your videos, and I absolutely love your way of teaching, some might not realize the amount of work behind these but I'm very impressed. Thanks a lot.
Really would like to see the car traffic system you had in mind :)
How do you not have a million subs yet? This was amazingly presented, and very easy to follow! Great stuff
Have you shared this video so he get a million of subs yet? Why braggin if not?
@@MassimoRough I think you may have misunderstood what he was saying. He was saying that he deserves a million subscribers because of how well put together the video was. He didn't mean it in a negative way.
@@bmxchamp4 I think you misunderstood me. I was saying sharing video with others is a way to increase subscribers, while bragging about not having a 1m subscribers does nothing to it.
When you realize that your Unity Engine version doesn't like this code and so NOTHING WORKS.
Still waiting the sequel to this one, such a perfect video, the topic of npc behavior and population in games is so good, i love this, thanks bro!
This closed a huge gap in knowledge within only 18 minutes, amazing. Thank you for sharing
Wow! Great tutorial! A rather complicated subject perfectly reviewed in under 20 minutes 👍🤓
Holy shi! This is probably a Gem of a tutorial! Can't believe It took me years to find this type of quality content
GTA V's traffic system must have a parameter called "stupidity" set to 200000
It actually does!
Devs made the AI capable of making bad decissions and failing in porpouse cause, as u know, idiots do exist in real life too. Sadly, as u also commented, that chance may be set to "2000000" cause it happens more often than it should x)
@@selvesa You're talking about GTA V and if their traffic system has a stupidity ratio?
Ofcourse it does, that's a really obvious question lmfao
@@selvesa Aaand literally all of peds have stupidity assign to them
static BOOL IS_SOCCERMOM_AI() { return invoke(TRUE); }
@@suicidalbanananana what
As someone who knows game development but not c# this is a perfect way to help make crash coursing the language fun! I have to subscribe now lol.
I am forever grateful for this tutorial
I just discovered your Channel. You are a life saver
Sweet , concise and on point. Where you don't leave the viewer with some dead end but with new possibilities.Please make more videos
0:15 actually they survive the fall :D If you look at them, they never fall down, but instead, they are webbed to the wall
Bro, the quality! I wish every tutorial was so on point as yours. Subbed and good luck with yt career!
your contents are so helpful, I get to learn advanced stuffs that nobody else provides :)
Would love to see an expanded version of this.
Very comprehensive video, thanks a lot for sharing. Are you planning on sharing the project? The only thing that I would like to see is the behavior of pedestrians waiting by the traffic light when red. I know you could change the range to zero so pedestrians don't cross, but that wouldn't be the natural behavior. The expectation would be that the pedestrian chooses to head across but has to wait for the green light.
2:08 When you said that I knew that this vid waqs going to be amazing! :D thanks
This is such an amazing video, one issue I've run into though is when you pause your game. There will be a NAN position error. I've found a workaround for this by not putting the timescale to 0 but to 0.001f. It's not the most beautiful fix but hey it's something.
Great video Matt! Super cool stuff and really clearly explained. I'd be interested to see this interacting with Navmesh, which might also address some of the inter-person collision stuff. Great work!
Thanks Matt. Yup, I avoided navmesh for sake of simplifying the contents however I'm intending to cover it in the sequel video extending this system.
Fantastic video as always Matt!
I love your teaching process. Looking forward to seeing your channel blow up! :)
Really nice work. I love both how thought out the traffic tool is and also you covering how to create the UI for it. Definitely create a sequel to expand on the traffic system like you mentioned.
If you would consider doing more tutorials that cover the basics of setting up an editor UI like the one you have here, I think a lot of people would be interested in that as well.
This is a really cool tutorial, a lot of things I didn't even know.
When you created a random direction at 12:18, I'm pretty sure you can just leave out the f in the random.range values, so
it will return an integer and you won't need to RoundToInt ^^
Edit: You got a like
This is exactly what I was looking for. Thank you!
I wish this was uploaded earlier! I already made my own traffic system. It is almost similar to yours except yours does not spawn depending on player position yet
Great video! hopefully the tutorials about traffic system will continue ;)
Very good quality tutorial! Expanding on this topic would be awesome
This is something unbelievable. Thank you very much!!
This is one of the best examples I have seen, please continue this.
really good guide! thanks for sharing!
That's awesome, thank you for this video!
Please do another one with more complex behaviour, or even cars! :)
Did you ever make a video on vehicle traffic? Would love a detailed guide on that especially on a multi-lane road
This was such an educational video and it helped me understand much more about programming and what can be done with Unity. I'm still getting errors though and can't figure out why. I think something was missed in the character navigation script that I can't catch with the pause button. Would it be possible to make the scripts available somehow? Thank you!
Yes PLEASE
Actually he has shared the script of navigation controller! Some additional information required. It will be best of game Dev guide share us the link of Script. Thanks
At 9:00, I think you forgot the line
newWaypoint.previousWaypoint = selectedWaypoint;
Fantastic video, though! This waypoint stuff is extremely useful.
Great video mate. I've worked on a similar system but ended up using basic gizmos, having these unique editor controls would of made my work much easier 😮
Love your work!
This video is amazing! Thank You!
Would you mind doing a video going over the CharacterNavigationController?
Agreed! Please go over the CharacterNavigationController
Not much difficult to write the script as 90% script has shared in the tutorial! I used this into my follow tut vid.
Here is what I came up with. I don't know if you're still working on the project, but maybe there are others that could benefit. I got to this by what he showed on screen in the script editor and what public variables were available in the Unity Inspector (currently, I don't have animations on my character so I cut those lines)-
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PedestrianCharacterController : MonoBehaviour
{
public Vector3 destination;
Vector3 lastPosition;
public bool reachedDestination;
public float stopDistance = 1;
public float rotationSpeed;
public float minSpeed, maxSpeed;
public float movementSpeed;
Vector3 velocity;
private void Start()
{
movementSpeed = Random.Range(minSpeed, maxSpeed);
}
private void Update()
{
if (transform.position != destination)
{
Vector3 destinationDirection = destination - transform.position;
destinationDirection.y = 0;
float destinationDistance = destinationDirection.magnitude;
if (destinationDistance >= stopDistance)
{
reachedDestination = false;
Quaternion targetRotation = Quaternion.LookRotation(destinationDirection);
transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
transform.Translate(Vector3.forward * movementSpeed * Time.deltaTime);
}
else
{
reachedDestination = true;
}
velocity = (transform.position - lastPosition) / Time.deltaTime;
velocity.y = 0;
var velocityMagnitude = velocity.magnitude;
velocity = velocity.normalized;
var fwdDotProduct = Vector3.Dot(transform.forward, velocity);
var rightDotProduct = Vector3.Dot(transform.right, velocity);
}
}
public void SetDestination(Vector3 destination)
{
this.destination = destination;
reachedDestination = false;
}
}
@@cassidynoble5466 Thank you so much, you saved me hours of confusion.
@@cassidynoble5466 Thank you for this! Also, do you have an idea of decelerating and accelerating the object at each waypoint to make it similar to vehicle behaviour?
Where to say but i dont care about trafic, this video is so useful for rts games
Love it
Brilliant asset, thank you for sharing your skills for free.
Feels like cyberpunk npcs to me, great job!
Thank you ! You give a lot of very effective and new advices, compared to other guys, that’s very nice.
I learned a lot thanks to this tutorial, especially the way to make tools for easily editing a level.
Thanks for a wonderful video! Indeed it is a great starting point for us to build a more complex system.
This is just absolutely brilliant. Thank you so much.
nice vid and good/fast presentation. subbed. you can do mini series on same topic with 2 or 3 videos max. so you can dive into details and also change the topic shortly after the series for non interested viewers. for example, this video topic is good but it feels like it cut half. thanks.
Great video, but did you ever get back to look into how to interact with vehicles and pedestrians together as you mentioned at the end?
Would love to see one with vehicles!
This is a good starting point, however many improvements could be made (such as not having a game object for each waypoint)
This tutorial is neat! It would be cool to see a few more things!
In a few demonstrations, it showed the Eric's spawning wherever they wanted to, but seeing them spawn on the path would be cool!
Also, I saw him cutting corners a little bit.
Perhaps we could also create a path that can only be travelled one way, so all of the traffic goes in one direction.
Also, a button to automatically close a path would be neat too!
it would be weirder if they WEREN'T cutting corners
Subscribed immediately, great job
I'm really loving all your videos. Very informative with out holding your hand. Please keep up the great work. :)
I'd be interested to see how this would look if you use the waypoint system as one factor in some sort of boid controller. Then, you could add more clever avoidance of other pedestrians, random grouping of pedestrians for "friends" walking together (via attraction/speed matching), and I'm sure there's other things you could do with it. I might play around with this.
If you pay attention in Spider man you can actually see that the enemies you throw off building actually get attached to the side of the building by a web bomb or something
Do you plan to do a follow up on this video? It would be great to learn how to add cars to the scene as well.
Amazing. Instantly subscribed. Thank you so much. Please keep making awesome videos.
Got the full screen of the controller for the crowd mesh? It seems that you just show few lines of it. Awesome tutorial; would love to see how did you solve the issue with car jerking around while calculating collision among each other and how to make them move realistically.
Use should make probably more videos like this, can you make video on any of the topic like realistic combat and pakour
You could simplify the code with some parameters to make the functions less redundant
I love it please make more videos and if possible can you make a video about how to add behaviour to the pedestrians
Great channel, lots of very useful content here. Could you do a tutorial on turn-based games? It's a topic that isn't covered in tutorials a lot so it will definately have value I think. I'm extremely interested in a system as used in the game "Dead in Bermuda".
Keep up the good work!
A small mistake, not gonna check if it was mentioned in comments. The way Random.Range(minIncusive, maxExclusive) works is first number will be in this range and the second will NOT. So in WaypointNavigator it should have been (line 35): currentWaypoint = currentWaypoint.branches[Random.Range(0, currentWaypoint.branches.Count)];
In any other way the last branch will not ever been chosen no matter what.
Also, I just found out it isn't really supportive of path branching with more than just one branch, sadly :(
Not very good at maths and nodes, trees and so on, but I believe that is what really should be used here, no just "previous and next node"
This is AWESOME!
HEY PLZ GIVE THE navigation controller full code plz
Thank you very much! Really useful, please continue :D
Awesome video Eric! This can be extended into various possibilities. If it's possible please upload the project repo on github. Even the project without this demo scene will work too. Thanks!
I'm having trouble finding the waypoints window to create new waypoints other than that this a very thorough tutorial.
wow, this is awesome dude. looking forward to going through your other videos!
*that trembling of the characters when they collide is horrendous*
He - creating custom editor to make waypoint
Meanwhile Ctrl - D :- I am joke to you
Can you please share or do a guide for Character Navigation Controller Script? Thanks
very, very useful content. Great video!
Keep it up Matt.
How to do Tilt Shift with URP would be REALLY COOL!!
Amazing...well done and very crisp tutorial..probably if you could teach c# I think everyone will learn it clearly..from your tuts
3:04 WaypointManagerWindow
15:56 Entry node, exit node.
You did a really good job!! Thanks a lot.
HEY PLZ GIVE THE navigation controller full code plz
instead of an entry/exit point you could also set a bool variable called isIgnoreBranch,
upon entering the branch you check if you will randomize branch entering or just ignore it completely,
and then you just:
isIgnoreBranch = !isIgnoreBranch;
Love your videos man and I can't wait to see more tutorials from you ;)
This is cool dude, your video is awesome. I learn a lot
Traffic sounds really interesting! :)
Dude, Fantastic work!
This was amazing, how come you have so few subscribers?!? I only just found your channel and I instantly subscribed, I hope to see more videos of yours in future!
Oh man I want to do this since years but had no time for it. Good to see a video about it. I already made something similair in garrysmod (you can code ingame there and share results). I made there a AI vehicle which two modes, track and pathfind. Track is just looping a waypoint-path and pathfinding will work like a star. It was so nice to sit on own vehicle and see how it moves :D. Same thing I wanted to make for airplane aswell but yea.
i remember doing shit like this with gmod too, wanted to create an AI system with WAC because i prefered its more realistic controls to LFS' far too floaty controls. well, at least for helicopters anyway
@@dmas7749 Cool I used ACF sometimes as well. I have a helicopter with ACF cannons but parented to holos. It has no really AI but it follows commands like attack, move, land , fly to target position. It was funny to give the command to attack me so I had enemy to fight lol.
But I think my tanks had the AI stuff because they were hovering.
Damn, I wish I would've stumbled across this video 5 months ago when I started my internship :(
@Allan Reford My company I interned at bought an asset from the asset store and I heavily modified it. Looking back doing it this way would've been 100x better. But yeah I figured it out!
Great video, thank you
Awesome video! maybe you can take this system a bit further. Thanks
the extra- branch hack doesnt quite work because the character could still turn around after branching and take the other branch back or walk in triangles. This can easily be fixed by adding a bool canBranch variable to the waypointNavigator that is set to false after branching and true on next waypoint. this way you only need two waypoints branched to each other and NPCs cant branch twice in a row to take the same way back.
Good Video...So this is the magic of video games ??? Cool
I would love to see more!
Really nice video but can you maybe make a tutorial how you could implement this with a road texture of some sort and making it an place able object in the game like you yould in a park building tycoon game. I would really appreciate it.
fantastic tutorial thank you so much
Keep up the good work.You've got new Subscriber
Nice, I think we can expand this system to cars
Hi everyone! Great video! I am applying this method for cars and was wondering if there is a way I could smoothen out the path at turns by making splines or curves.
Cool i understand nothing but...
I will copy and paste it
Great tutorial! I have only one complaint, and it is about the branching: when an npc gets off an exit node, he might walk back into an entry node, giving him a chance to do a full U-turn. Is there anyway to make them not return to the branch they just came from for a small duration? Thanks!
I want that Character Navigation controller.... please help
How do you do a natural walk Decoupling between nodes ?
And... Would you be interested in making race car AI tutorial? Amazing video BTW 🤩