✅ Get the FULL course here at 80% OFF!! 🌍 unitycodemonkey.com/courseultimateoverview.php 👍 Learn how to make BETTER games FASTER by using all the Unity Tools and Features at your disposal!
@@NoldoWalker I cover area types in the end of the video, you can use that to disable the player from going somewhere if you're using NavMesh to move the player. Each agent has their mask for areas they can traverse, you can make that different for the Player or NPCs
@@CodeMonkeyUnity i mean how to prevent some character to move if it controled by player. Other words : is navmesh working same way if you control actor by keys trough AddForce / aplying new transform.position value
OH my gods thank you!! The old tuts i watched told me to pull up NavMeshSurfaceComponenet which I'm not sure exists anymore and I was about to have a breakdown because I didn't know how else to get the level working. THANK YOU!
One thing that i'd like to add is that there's a Component called NavMeshObstacle that has a few settings and can be made an obstacle at runtime without needing to be baked. That's very usefull if you make a game where the walkable area can lessen mid-game, for example a Strategy Game where you build buildings. Adding the Component to the buildings Prefab will make it so that the buildings will no longer be considered walkable for Agents, even if there is a pre-baked navmesh there
First video i've seen of yours and won't be my last! Thank you very much for going through this, especially the second half where you explained every option in NavMesh. I feel a lot of tutorials show you but don't care about understanding, which leaves you dry the moment you try to change something for your own game. But now I properly understand how NavMesh works, and have utilized it great in my game! Have a great day!
I get annoyed by your ads, but goddamn the tutorials are clear and awesome. Brackeys one got a bit outdated so I came here, and found everything that I needed. Thanks!
I would like to see how to manage bunch of entities trying to achieve the same position. Sometimes, there are a kind of clamping between all moving entities or entities that seem bouncing trying to reach their goals and not stop when there are a few of them at the goal position. I think the best way to manage that is with flow fields but I would like to see an approach with only nav agents, nav obstacles and set them dynamically. Great content as usual! :)
Unity's NavMesh already has object avoidance built-in, so with the default settings you won't see them overlap. You can see that in action in the RTS game where I used NavMesh ua-cam.com/video/y601TRfoxc4/v-deo.html For a massive amount of agents then yeah using flow fields would probably be the better approach.
@@CodeMonkeyUnity Thank you so much for taking the time to answer it to me. And thank you for all your content as usual. The best content and explanations as usual dude, thanks!
This is fantastic - would love to see this with some logic using unityVS with scenarios like the Nav agent picking up then dropping off a box at his destination. Thanks CM!
As it stands, the game I'm making doesn't require this fancy nevmesh. But I do love watching your videos. It's both entertaining and make my mind go wild from thinking of all the crazy ways I could use the different things you introduce to us. Love from the 🥔 gang.
Interesting. the "official" tutorials seem to state that you need the NavMesh surface component, still in preview state, to get this working. Very confusing documentation at Unity that has caused many hours of frustration. This tutorial is great though. Thanks.
I've just watched the video to learn about Unity's navigation and I have a quick question: Currently i'm using a Rigidbody to move a character but I want it to navigate around different obstacles. Do I now use the NavMeshAgent to move the character instead of using the RigidBody?
This video is cool explaining the basics, but how to really use it? How to add e.g. an animation when it jumps from one plattform to another? How to use it with physically driven objects etc.?
You can also use it for the player, either as kind of like an RTS to tell the player where to go, or just ask the NavMesh ifthe position where the player wants to go to is walkable docs.unity3d.com/ScriptReference/AI.NavMesh.SamplePosition.html
@@CodeMonkeyUnity It's weird because I replicated what you did in the video, except with a cube controlled by me, and the cube just wouldn't go up the stairs :/
Hi, I am a novice unity game developer and I am facing an Andriod Unity Webgl problem where my canvas elements are not getting fit on any android device screen even though I set the canvas scaler to scale with the screen size. I went through a lot of documents but I couldn't figure out the answer. Please help me solve this issue as I worked really hard on that game. Please Help!
Great video as always Also can you make a video for working in with the ide cause every other tutorial is taking about the text editor instead of the actual ide thanks
Unity's NavMesh only supports 3D, that's why for my 2D games I normally either used my own custom Pathfinding or the A* Pathfinding Project ua-cam.com/video/46qZgd-T-hk/v-deo.html ua-cam.com/video/alU04hvz6L4/v-deo.html
I'm not sure what you mean, agents aren't baked into the NavMesh, they traverse it. You just create another object with an Agent component and it will traverse the navmesh just the same. Maybe play around with the options I mentioned so it moves through different areas.
@@CodeMonkeyUnity I was a bit dumb... hehehe You can add other schemes but by default it bakes human and you can adjust, the raius and stuff, on the NavAgent itself. I Was creating another Agent Type but for this it needs the Navigation package and custom bake to work :)
I did cover interaction with Game Objects and DOTS quite a while ago ua-cam.com/video/XomlTHitAug/v-deo.html It's been a while since I made that video so not sure if there's a better method nowadays.
Absolutely love this type of video! And I have a quick question - if I am working on a project that involves the 3d navigation of a robot in outer space, can NaveMesh still function properly?
Do you mean baking a sphere navMesh? I don't think the default NavMesh supports that, I think you would need to manually stitch multiple meshes together
You can add the NavMesObstacle Component if you want things to be considered an Obstacle during runtime, that's useful for example when you build a strategy game so units don't walk through buildings you build. If you want to bake an entire navmesh during runtime then Unity can't do that by itself, but there's a plugin called High Level Navmesh Building Tools that you can download from Unity to add components that you can add to gameobjects through code to make them considered for navmesh.
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is there some lessons about mixing navmesh for npc and a way to use it to forbid controlable Player character to go somwhere?
@@NoldoWalker I cover area types in the end of the video, you can use that to disable the player from going somewhere if you're using NavMesh to move the player.
Each agent has their mask for areas they can traverse, you can make that different for the Player or NPCs
@@CodeMonkeyUnity i mean how to prevent some character to move if it controled by player. Other words : is navmesh working same way if you control actor by keys trough AddForce / aplying new transform.position value
Jesus, this used to be a complete pain to get working, and now it's like 2 steps, the Unity team have smashed this! Thanks for the tutorial
I legit saw you today in the supermarket, recognized you by your voice.
Never stop these videos. l'm a beginner. Totally the best way to learn some things even if without the course (even if l think it's cool)!
I hope you will have a great journey!
@@BeardBarians he hasn't l think
OH my gods thank you!! The old tuts i watched told me to pull up NavMeshSurfaceComponenet which I'm not sure exists anymore and I was about to have a breakdown because I didn't know how else to get the level working. THANK YOU!
One thing that i'd like to add is that there's a Component called NavMeshObstacle that has a few settings and can be made an obstacle at runtime without needing to be baked. That's very usefull if you make a game where the walkable area can lessen mid-game, for example a Strategy Game where you build buildings. Adding the Component to the buildings Prefab will make it so that the buildings will no longer be considered walkable for Agents, even if there is a pre-baked navmesh there
Yup, I plan to cover that and more advanced use cases in another video when I make the first course update.
@@CodeMonkeyUnity waiting
Crazy.
I literally just spent today on this.
Doing the surfaces and mesh modifiers was interesting.
I love UA-cam for showing UE4 user unity tutorials 😀
Insane, I was literally trying to figure out how the navmesh works and this video showed up! Thanks mate you helped me out a lot 👍
Friendly reminder to enable Gizmos in your scene viewfinder. Otherwise you won't see the blue navmesh.
First video i've seen of yours and won't be my last! Thank you very much for going through this, especially the second half where you explained every option in NavMesh. I feel a lot of tutorials show you but don't care about understanding, which leaves you dry the moment you try to change something for your own game. But now I properly understand how NavMesh works, and have utilized it great in my game! Have a great day!
I'm glad you liked the video! Thanks!
Ultimate Unity Overview awesome keep updating thank you :)
A good explanation. Thanks
Thank you for an explanation, finally figured out the damned stairs and the jump, thanks!
Amazing lecture. Good job
WOOHOO NEW CODE MONKEY TUTORIAL THIS IS F-CKING AMAZING
Amazing tutorial!
Ooh thanks for this. Been thinking about navmeshes recently.
I get annoyed by your ads, but goddamn the tutorials are clear and awesome. Brackeys one got a bit outdated so I came here, and found everything that I needed. Thanks!
????? How about all the free content he releases?
@@RealBrianRussell He advertises it in a boring annoying way, its not about the advertising itself.
I spent 3 days trying to understand how to move an enemy and was so satisfied, then I see this much MUCH easier method like bruh
Whatever you did, I'm sure you learned a lot so it wasn't wasted time! Keep on learning more and more things!
We can't imagine unity tutorials without u ❤️🙌
This Navigation window is labeled as Obsolete in Unity 2022. How can I do NavMesh in the latest version of Unity?
Great tutorial. Im working on a horror game and im shitting myself bc there a capsule following me and I love how easy it was
Ah finally, a new Codemonkey tutorial!!
I'm too glad to watch this video. Thank You.
I would like to see how to manage bunch of entities trying to achieve the same position. Sometimes, there are a kind of clamping between all moving entities or entities that seem bouncing trying to reach their goals and not stop when there are a few of them at the goal position. I think the best way to manage that is with flow fields but I would like to see an approach with only nav agents, nav obstacles and set them dynamically. Great content as usual! :)
Unity's NavMesh already has object avoidance built-in, so with the default settings you won't see them overlap.
You can see that in action in the RTS game where I used NavMesh ua-cam.com/video/y601TRfoxc4/v-deo.html
For a massive amount of agents then yeah using flow fields would probably be the better approach.
@@CodeMonkeyUnity Thank you so much for taking the time to answer it to me. And thank you for all your content as usual. The best content and explanations as usual dude, thanks!
Very, very, VERY nice video. Thank you. Now I know how to use nav mesh agent.
it fixed my day. thanks for making this tutorial
Thanks Code Monkey! That NavMesh was driving me bananas!
Thank you
This is fantastic - would love to see this with some logic using unityVS with scenarios like the Nav agent picking up then dropping off a box at his destination. Thanks CM!
As it stands, the game I'm making doesn't require this fancy nevmesh. But I do love watching your videos. It's both entertaining and make my mind go wild from thinking of all the crazy ways I could use the different things you introduce to us.
Love from the 🥔 gang.
Thanks for watching!
Amazing as always, you've got yourself a subscriber!
I'm glad you liked the video! Thanks!
Thank You for awesome explaining!
Hey can you please do a tutorial on how to use use the LOD component in ecs?
plz continue making this types of videos plzzzz.........😊😊😍😍
O my god so nice I don’t know that navmesh can jump form cube to another or drop thank you so much ❤
Perfect explanation. Thank you so much
Thanks for this contants! See you next time!
Nice tutorial. My game is top-down with click to move. I'm going to use NavMesh and you helped a lot.
Thank you! All the essentials I was looking for.
Well done!
tysm, this is perfect for my rts game!
Very clear, as usual.
Thank you so much!! It worked
Fascinating video. Thank you so much!
Pretty nice explanation on the NavMesh system, thanks a lot!
This video is really helpfull thank you very much awesome work.
Thanks, it was nice and clear!
This is a very nice and detailed video.
Great demo/tutorial. Thanks for posting!
Great tutorial! Will definitely come back to this video when I get to making the enemies in my project.
Interesting. the "official" tutorials seem to state that you need the NavMesh surface component, still in preview state, to get this working. Very confusing documentation at Unity that has caused many hours of frustration. This tutorial is great though. Thanks.
very useful,thank you!
I'm glad you found the video helpful, thanks!
Very helpfull content. Thanks sir.
Great and clear thank you 😊
As always, you are informative and educational. Thank you!
For some reason it won't let me use the drop height and jump distance no matter what i set the values to
Code Monkey is the best. Thanks, again.
Very concise. This tool seems especially useful for prototyping, but feels a little inflexible when it comes to dynamic terrain.
I've just watched the video to learn about Unity's navigation and I have a quick question: Currently i'm using a Rigidbody to move a character but I want it to navigate around different obstacles. Do I now use the NavMeshAgent to move the character instead of using the RigidBody?
This video is cool explaining the basics, but how to really use it? How to add e.g. an animation when it jumps from one plattform to another? How to use it with physically driven objects etc.?
In this video I focused on the basics, I plan to cover more advanced use cases in another video when I make the first course update.
can u make a video for baking the navmesh while in the game?
Great video ! But it feels like it's made for non-player characters only ?
Or is that also how I could make my player smoothly go up stairs ?
You can also use it for the player, either as kind of like an RTS to tell the player where to go, or just ask the NavMesh ifthe position where the player wants to go to is walkable docs.unity3d.com/ScriptReference/AI.NavMesh.SamplePosition.html
@@CodeMonkeyUnity It's weird because I replicated what you did in the video, except with a cube controlled by me, and the cube just wouldn't go up the stairs :/
This was very helpful 🙂.
How do you increase speed without sliding too much?
Oh thank you so much,
That really helped
Pro tip: if you can’t see the navmesh after baking just make sure gizmos is enabled in the scene view… 🤦♂️
Thank you so much, I did not know what is the wrong ! ... thank you
Can you show how to make character selection in new unity input system
hello, please tell me why NavMesh UpdateUpAxis may not work?
Hi! Which pathfinding is better for tilemap isometric game? Astar or NavMesh?
Is it possible to simulate a large number of people leaving a multi-story building using Unity navmesh pathfinding and probuilder?
Would this NavMesh system work with a procedurally generated world? Is there a way to bake the spawning environment as it generates in-game?
WHats the difference between setting an obstacke as static, as you have shown versus adding the "nav mesh obstacle" component via inspector? Thanks
Hi,
I am a novice unity game developer and I am facing an Andriod Unity Webgl problem where my canvas elements are not getting fit on any android device screen even though I set the canvas scaler to scale with the screen size. I went through a lot of documents but I couldn't figure out the answer. Please help me solve this issue as I worked really hard on that game.
Please Help!
Awesome. could you please make a video on Vegetation studio pro.
thanks
Thanks!
Great video as always
Also can you make a video for working in with the ide cause every other tutorial is taking about the text editor instead of the actual ide thanks
Amazing overview! Thanks a lot man! =)
why i dont have links shown for drop and jump?
Nice one
Navmesh work for 2d or only for a 3d game?
you should bring a course on Unity 3D state machine, Im a new to unity, but having made a simple player controller and NPC, NPC needs some brain now
The drop and jump isint working, what do i do?
I don't have the bake table only navigation what do i do
hello can i ask something why my navmesh can't run into clone from selected character?
How to make the unit stay on the center of the path even in corners?
I was wondering how to do this in 2D. is it possible to do navmesh in 2d or just 3d? 2d topdown specifically.
Unity's NavMesh only supports 3D, that's why for my 2D games I normally either used my own custom Pathfinding or the A* Pathfinding Project
ua-cam.com/video/46qZgd-T-hk/v-deo.html
ua-cam.com/video/alU04hvz6L4/v-deo.html
Thanks!
@@adm1n901 github.com/h8man/NavMeshPlus use this for 2d navmesh
In my opinion you could just turn the camera from the top so it will look like 2D.
Tysm fusion
Any tip on how to add a second "Agent" and baking it to the navmesh?
I'm not sure what you mean, agents aren't baked into the NavMesh, they traverse it. You just create another object with an Agent component and it will traverse the navmesh just the same. Maybe play around with the options I mentioned so it moves through different areas.
@@CodeMonkeyUnity I was a bit dumb... hehehe You can add other schemes but by default it bakes human and you can adjust, the raius and stuff, on the NavAgent itself. I Was creating another Agent Type but for this it needs the Navigation package and custom bake to work :)
Really cool tutorial, I'm curious if you know of a way to use the navmesh with entities or jobs in some manner.
I did cover interaction with Game Objects and DOTS quite a while ago ua-cam.com/video/XomlTHitAug/v-deo.html
It's been a while since I made that video so not sure if there's a better method nowadays.
Coud you make an tutorial on Unity 2D?
Ultra Advance tutorial : Unity Navmesh on Elevator :)
Absolutely love this type of video!
And I have a quick question - if I am working on a project that involves the 3d navigation of a robot in outer space, can NaveMesh still function properly?
Do you mean baking a sphere navMesh? I don't think the default NavMesh supports that, I think you would need to manually stitch multiple meshes together
But how to make the agents be able to jump onto a higher ground?
You can manually add Nav Mesh Links
@@CodeMonkeyUnity Ok. Thanks, bro.
In my game to bake the terrain it is taking a time of 1and half hours
Can you bake the navmesh at runtime? Can I change agent settings through a script?
Is there any way to generate off mesh links for jumping up? with a max jump height? To allow agents to jump up or climb up to another mesh
How do i Bake the scene through code?
Lets say i procedure generate my scene and set the static mesh of my scene... How to Bake using the code?
You can add the NavMesObstacle Component if you want things to be considered an Obstacle during runtime, that's useful for example when you build a strategy game so units don't walk through buildings you build. If you want to bake an entire navmesh during runtime then Unity can't do that by itself, but there's a plugin called High Level Navmesh Building Tools that you can download from Unity to add components that you can add to gameobjects through code to make them considered for navmesh.
@@EskChan19 thank you so much.
I will look into the tool and make tests. Thanks
can u make a tutorial on how to make tycoon games
That's a topic I'd love to cover some more, I did some videos back when I was working on Battle Royale Tycoon ua-cam.com/video/rQXr9XTu6CI/v-deo.html