I've been trying to implement this kind of 3D movement for months. Could never get the ramps to work; either slid down them or I couldn't jump. This is perfect, Thank you!
The reason that some people's enemies get stuck is due to y component of the vector created just after 7:19. It needs to be zero. It's basically trying to tell the enemy to simply walk upwards into the sky, which is obviously impossible.
Just about line by line what we ended up having to do with our enemies, but layer masking the world physics wasn’t quite an option- so characters do indeed get stuck
are you talking about my implementation of this when talking about characters getting stuck? If so I will need to look into it some more and see if i can find a solution
@@n.lwhitaker572 ah i see ok and yeah some other implementations i have seen people do actually dont even add a collision shape for the enemy so they dont get stuck but i don't really like this approach so i opted to instead simply disable collisions for the enemy on the world layer using the collision layers
2:10 Okay, but _why_ does it work best for your level? What charcteristics influence that decision? I know this is a "in minutes" type video, but I really feel like a lot of stuff was glossed over. I hope if I go looking I can find a more detailed video from you on this topic so that I can learn the nuances while having this video as quick step by step.
I don't know how actively you engage with comments, but I'mm looking to figure out how to make an enemy jump from platform to platform when chasing a player. I see you have platforms in your level, but would this method actually allow for something like that? If so, what would need to be added?
EDIT: nvm...you fixed what I mention. you'll get an error when checking the distance_to() < threshhold if you are on the last index..it will index it and will be out of range...I'm sure you know this..you might even fix it further in the video.
Thank you! Really great video, definitely helped me getting the enemy chasing my player:) my player only immediately gets hurt by the enemy, any idea why that happens?
i have a static body in the shape of a half-pipe if that makes any sense. but no mesh shows up when i bake the nav mesh. i have made the static body a child of the nav mesh, and it works with other static bodies, but not the half pipe.
You can definitely use pathfinding for it though I would combine it with a area node to essentially detect if the player is within the enemy's detection area if so chase the player using pathfinding
@@rayuserp Im using 3.5.1 on Mono. I think it might be baking to many meshes but even when i simplified many things to be 1 mesh such as 4 walls making up 1 big wall i just turned to one long wall using one mesh. i do have spatials but that dont do anything right?
I just haven't updated my version, tho it shouldn't really matter for this tutorial as 3.3.2 is basically the same as 3.3 but with additional bug fixes but I will be updating my godot to 3.3.2 for the next video i do
i know it's three months ago, but in case someone else looks for it check if the enemy is outside the nav mesh instance but still inside the navigation
I've been trying to implement this kind of 3D movement for months. Could never get the ramps to work; either slid down them or I couldn't jump. This is perfect, Thank you!
Great tutorial, you've earned a subscription from me. Thank you
thanks a lot, your the first of idk 6 tutorials that worked, i'll add a secret referance to your channel :)
One word; Awesome
Informative 👍🏻
Glad you think so!
Thanks a lot man this was extremely helpful and fast 👍
The reason that some people's enemies get stuck is due to y component of the vector created just after 7:19. It needs to be zero. It's basically trying to tell the enemy to simply walk upwards into the sky, which is obviously impossible.
Just about line by line what we ended up having to do with our enemies, but layer masking the world physics wasn’t quite an option- so characters do indeed get stuck
are you talking about my implementation of this when talking about characters getting stuck? If so I will need to look into it some more and see if i can find a solution
@@rayuserp Oh no- our implementation, we had to do about a year ago, I stumbled on your vid on Reddit, curious if you did it differently-
@@n.lwhitaker572 ah i see ok and yeah some other implementations i have seen people do actually dont even add a collision shape for the enemy so they dont get stuck but i don't really like this approach so i opted to instead simply disable collisions for the enemy on the world layer using the collision layers
ty bro, helped me a lot :)
2:10 Okay, but _why_ does it work best for your level? What charcteristics influence that decision? I know this is a "in minutes" type video, but I really feel like a lot of stuff was glossed over. I hope if I go looking I can find a more detailed video from you on this topic so that I can learn the nuances while having this video as quick step by step.
the size of the enemies and the scenario in general
the size of the enemies and the scenario in general
@@kotarou8530 what implementations would need to be made to upscale the enemy boi
@@drsamuelhaydensecretgaming6749 change the height and radius?
@@kotarou8530 that would be smort, unfortunately I am in a delirious state rn and don't remmeber writing this
I don't know how actively you engage with comments, but I'mm looking to figure out how to make an enemy jump from platform to platform when chasing a player. I see you have platforms in your level, but would this method actually allow for something like that? If so, what would need to be added?
thanks!!! bro :)
EDIT: nvm...you fixed what I mention.
you'll get an error when checking the distance_to() < threshhold if you are on the last index..it will index it and will be out of range...I'm sure you know this..you might even fix it further in the video.
Glad you watched a little further to realize this. He seems to be a backward progression coder, he writes function bodies before assigning variables.
Thank you! Really great video, definitely helped me getting the enemy chasing my player:) my player only immediately gets hurt by the enemy, any idea why that happens?
i have a static body in the shape of a half-pipe if that makes any sense. but no mesh shows up when i bake the nav mesh. i have made the static body a child of the nav mesh, and it works with other static bodies, but not the half pipe.
hm that's really weird were you able to solve the issue?
still no, i’ve been trying for a while
Question, would 3d pathfinding be ideal for the enemy patrolling the level as well as chasing the player or would another node be needed?
You can definitely use pathfinding for it though I would combine it with a area node to essentially detect if the player is within the enemy's detection area if so chase the player using pathfinding
someone help for godot4.2 please
how doind for my enemy look at me when he walk
How do you make the enemy ai's head follow you?
probably using rays
my engine crashes if i try to bake sooo..
What version of Godot are you using? I believe the newest version is using the new navigation server.
@@rayuserp Im using 3.5.1 on Mono. I think it might be baking to many meshes but even when i simplified many things to be 1 mesh such as 4 walls making up 1 big wall i just turned to one long wall using one mesh. i do have spatials but that dont do anything right?
Why not use Godot 3.3.2?
I just haven't updated my version, tho it shouldn't really matter for this tutorial as 3.3.2 is basically the same as 3.3 but with additional bug fixes but I will be updating my godot to 3.3.2 for the next video i do
look at?
Oops theres as lot in this channel! SUBS!
I know it's hard to narrate this kind of step-by-step video, but I want to point out that you say "actually" about 100 times per video.
Invalid call. Nonexistent function "get_simple_path" in base "Node (game.tscn::15)". Help please
i know it's three months ago, but in case someone else looks for it check if the enemy is outside the nav mesh instance but still inside the navigation
ty bro, helped me a lot :)