Tutorial 3


This tutorial was about Navigation.

To start off with, I baked a NavMesh over my terrain / platforms. This represents the area that AI characters (agents) can travel across.

The NavMesh for my scene. The lines connecting between blue mesh represents 'jumps'.



I also made sure to include the obstacle cubes so that AI avoids it. 

Space around the cubes means the agents won't bump into it. 


With all this set up, I could create agents to use the mesh. I decided to make these agents into mini-me(s), as I had already made the animations. To control the agents, I used ray casts to direct them where I click in the game environment. 

My minion army.


Minion dance party. 


I also created a moving sphere to act as an obstacle, then added a "Nav Mesh Obstacle" component so that the AI treats it as such. 

Moving sphere.



Epic dodging.


The final task was to create enemy AI that stalks the player. I repurposed the agent click navigation script to instantiate an enemy prefab at the mouse click location and also made a script for the enemy that moves it towards the player and always makes it face them. 

Click for enemy.


Run away!


This was a fun tutorial that has a lot of potential to use in the game project later this semester. 

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