my game is develop with unity engine, and the server side use recastnavigation for AI navigation. unity provide an API UnityEngine.AI.NavMesh.CalculateTriangulation to export navmesh data, so I wonder is there any way to create a dtNavMe...
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
In this tutorial repository and accompanying video you will learn how to knock back NavMeshAgents using Physics & Forces! Quickstart This repo uses the Scriptable Object Gun System as of branch part-14 to handle shooting. This was then modified to add knockback. There's nothing specific to th...
To have NPCs interact with items, you can adapt atutorialI wrote some time ago. Basically, for any object that you want characters to interact with, create an empty GameObject as a child of the object prefab and position it where the character should move to when interacting ...
004 How to use PlayerPrefs with Playmaker - 大小:50m 目录:03 Bonus Material 资源数量:63,其他_其他,Udemy - Make Awesomely Strange Video Games with Unity and Playmaker/03 Bonus Material/001 Introduction to Playmaker - Part I,Udemy - Make Awesomely Strang
First-person shooter (FPS) is a subgenre of shooter games where the player is controlled from a first-person perspective. To make an FPS game in Unity we will need a player c...
020 How do I control when my animations are played - 大小:8m 目录:01 Intro to Game Dev with M dot Strange 资源数量:63,其他_其他,Udemy - Make Awesomely Strange Video Games with Unity and Playmaker/01 Intro to Game Dev with M dot Strange/001 Overview,Ude
It is tempting to twist or add rules as the game progresses, but it might not be a good idea. Let’s say you’re designing a game wherein the gamer has to race through the waters of a mythical ocean, while fighting off various sharks and whales and sea-monsters. ...
Note: All paths with Platform in them will first check to see if Engine\Platforms\PlatformName exists before looking into the normal Engine/Config/Platform folder. This allows for easier NDA and “add on” platform extensions, both config wise and code/content wise. Projects with Platform can ...
Note: All paths with Platform in them will first check to see if Engine\Platforms\PlatformName exists before looking into the normal Engine/Config/Platform folder. This allows for easier NDA and “add on” platform extensions, both config wise and code/content wise. Projects with Platform can ...