In this final part of this series on creating FSMs with the Unity mecanim system I’ll add an attack state in which the NPC will start firing bullets at the player.
In this 3 part tutorial series I will show you how to setup up a basic sidewalk crowd scene with a street and crossings where the agents will stick to the sidewalk and only cross the street where they are allowed.
- Part 1 sets up the scene and explains area costs.
- Part 2 adds code to control the speed of the agent based on the corners it needs to take to stay on its path.
- Part 3 demonstrates how to change the cost of an area with code to sometimes allow agents to walk in areas where they couldn’t before.
In this 3 part tutorial (with a Halloween theme) I’ll show you how to create a simple soccer game using navmesh agents that chase a ball around a field as well as line up shots and kick. This tutorial will demonstrate the basics of setting up a navmesh, destination setting and vector mathematics for calculating kicking direction and goal positions.Part 1Part 2
In this second part of the tutorial I will show you how to add a dynamic obstacle to a navmesh that will cause the navmesh to recalculate its paths and cause the agents to change travelling direction.
In this two part tutorial I will show you how to setup a Navmesh in Unity to create a crowd simulation.
The infinite landscape tutorial was pretty cool, right? But let’s step it up a notch and add some trees. In this tutorial you will learn how to add objects onto an infinite terrain that get created and destroyed with the terrain. A concept called Object Pooling is introduced to illustrate how to best optimise code and remove those nasty instantiates and destroys from the game loop.Download Source Unity Asset Store Download Unity Asset
Ever wanted to walk off into the distance …. forever? Now you can with this Unity 5 tutorials that takes you step by step through the creation of an Infinite Terrain. Take your player character off in any direction and you’ll never run out of landscape. The algorithm uses Perlin Noise and other concepts from the Minecraft tutorials in the same series.Download Source Unity Asset Store Download Unity Asset
This tutorial will step you through the process of making a mobile, markerless, augmented reality application in Unity using SLAM technology. This is the same technique used in Pokemon Go and is far more stable and accurate than relying on the accelerometer and gyroscopic controls alone.
In part one we get the Wikitude plugin working with Unity. In part two we will add ZOMBIES to shoot at.
NOTE FOR iOS Builders
1. Ensure you have the latest version of the OS on your Mac, the latest version of the iOS on your device and the latest version of Xcode.
2. Read the extra notes included with the source code.
I received a demo of Wikitude’s SDK6 for free from Think Influencer and Wikitude. Check out the SDK6 here https://goo.gl/xNfFcd. All views expressed are my own.Download Source Download Unity Project iOS Settings (PDF)
In this 2 part tutorial I will show you how to take the original Unity Astrodude character and add a flying animation. The existing animations are taken from legacy into the mecanim system and a fly animation is created manually in the Animation window. Code in C# is added to control the animations and move the character around.Download Source Download Unity Project
In this two part tutorial I will show you how to setup the AI car from Unity’s Standard Assets. You will learn how to create a waypoint system and assign the circuit to the car. In the second video I’ll demonstrate how to add a custom car and create a trigger to start the race.Download Unity Project
In this tutorial I will demonstrate how to automate a character’s movement by having it turn and proceed towards a point on a terrain determined by a mouse click. After the player clicks on the terrain the character will smoothly turn towards the point and move to it.Download Source Download Unity Project
I love fish. Could sit and watch them for hours. And when someone mentioned doing an underwater tutorial I couldn’t help myself. So I grabbed some animated fish models from the Asset Store and threw together a flocking algorithm. Short and sweet but oh so powerful. You won’t believe how few lines of code you need for this one.Download Unity Project
In this tutorial I will extend the previous fish flocking tutorials in this playlist to include a bounding box and speed slider control. I will show you how to keep the fish contained to a certain area while continuing to generate a random goal position as well as how to pass a variable from a slider through to script.Download Source Download Unity Project
In this tutorial I will show you how to build a simple First Person Controller from scratch. The character will walk forward and back and strafe as well as look around and turn. You will build two very simple scripts in C# to control the translations of the character as well as a mouse looking capability for the camera.Download Unity Asset