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Mission

LlamAcademy is dedicated to helping you (YES YOU!) make your game development dream become a reality! 💣

Specifically by making Unity tutorials to show how to achieve different results or implement complex systems. The tutorials range from very basic introductary level programming to more advanced system implementations and optimization techniques.

I strive to show you a scalable and sustainable way to implement systems, behaviors, and effects. Not the quick and dirty way!

Tutorials

You can find the tutorials on the LlamAcademy YouTube. Each tutorial is accompanied by a full project repository here 🎉. The only things not included are the occasional Asset Store package that I cannot post publicly. Those dependencies are linked in the readme for each project.

So far I have:

Support

If you want to show your support for the cause ❤, you can become a GitHub Sponsor, go to the LlamAcademy Patreon, or Join as a YouTube Member to make a monthly or one-time contribution. By becoming a supporter on either, you get shouted out on every new repository and video during your support timeframe and get access to exclusive polls to help drive the channel direction and get priority support.

If you don't have extra 💸 or don't want to directly contribute in that way, you can use one of the following affiliate links which will have a small portion of any purchase go to support me, at no additional cost to you.

If you need support or have questions, you can of course leave a comment on the video, or open a question on GitHub.

Anurag's GitHub stats

Chris Kurhan's Projects

2021-object-pool icon 2021-object-pool

Get an in-depth overview of the most commonly needed functionality of the Unity Object Pooling API introduced in the 2021 version of the Unity Editor.

3d-model-ui-preview icon 3d-model-ui-preview

Learn how to show animated 3D Models on your UI using a Canvas, Render Texture, and any 3d model

advanced-lerping icon advanced-lerping

In this tutorial repository you'll learn how you can easily apply smoothing and randomness to smoothing by using Animation Curves or MinMaxCurves to achieve nonlinear interpolation on "lerp"s.

ai-series-part-10 icon ai-series-part-10

Full project of the end state of the AI Series Part 10 video where we implement a flying enemy!

ai-series-part-11 icon ai-series-part-11

Project for the tutorial on how to implement basic finite state machines for your AI in Unity.

ai-series-part-12 icon ai-series-part-12

Project for the AI Series Part 12 where I go over how to choose the closest target to a particular NavMeshAgent based on the distance the NavMeshAgent would travel to get to the other target.

ai-series-part-14 icon ai-series-part-14

Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene

ai-series-part-14.5 icon ai-series-part-14.5

Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target

ai-series-part-15 icon ai-series-part-15

Project for the AI Series Part 15 tutorial where we spawn NavMeshAgents at runtime on a Procedurally baked NavMesh that is baked only around the player in a large or procedurally generated world.

ai-series-part-16 icon ai-series-part-16

Project for the AI Series Part 16 tutorial where we link Pre-Baked NavMeshes on additively-loaded scenes. This is a common need when you have non-procedural worlds that are statically created, but you want to have a seamless experience as the player moves from one chapter to another that you've constructed via different scenes

ai-series-part-17 icon ai-series-part-17

In this tutorial repository I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type

ai-series-part-18 icon ai-series-part-18

Project for the AI Series Part 18 tutorial that demonstrates how to burst spawn enemies, leveraging our existing EnemySpawner .

ai-series-part-19 icon ai-series-part-19

Tutorial repo for AI Series Part 19, where you will learn how to do round-based spawning and scaling up enemies per round.

ai-series-part-2 icon ai-series-part-2

Full project of the end state of the AI Series Part 2 video where we've add jumping with NavMeshLinks

ai-series-part-20 icon ai-series-part-20

This tutorial repository is the end state of the AI Series Part 20 - Weighted Random Spawning video where we implement a new spawn method and define these spawn configurations in ScriptableObjects.

ai-series-part-21 icon ai-series-part-21

Tutorial repository for AI Series Part 21, which is Part 1 of a sub-series to implement enemy skills and abilities. In this repository we have the foundation for how to implement skills via ScriptableObjects and a single ability - a jump attack

ai-series-part-22 icon ai-series-part-22

Tutorial repository for AI Series Part 22, which is Part 2 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and implemented a new channeled ability - fire breath

ai-series-part-23 icon ai-series-part-23

Tutorial repository for AI Series Part 23, which is Part 3 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and 22 and implemented a new instant-cast ability - ice lance

ai-series-part-24 icon ai-series-part-24

Tutorial repository for AI Series Part 24, which is the 4th and final part of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21, 22, and 23 to implement a new instant-cast ability - poison gas

ai-series-part-25 icon ai-series-part-25

In this tutorial repository, I demonstrate how NavMeshModifiers and NavMeshModifierVolumes work with Cost Modifiers to control NavMeshAgent pathing. I also implement a simple script to slow down NavMeshAgents when they enter a more costly zone.

ai-series-part-26 icon ai-series-part-26

In this tutorial repository you will learn how to select units with either a click. shift+click (to add/remove), and click+drag to bulk select units utilizing a singleton SelectionManager with automatically registering SelectableUnits that can have their path set with a right click of the mouse.

ai-series-part-27 icon ai-series-part-27

In this tutorial repository you will learn how to make NavMeshAgents surround a target instead of blindly chasing to the center point of their target at a customizable radius.

ai-series-part-28 icon ai-series-part-28

In this tutorial repository you will see how you can use moving platforms with the Unity Navigation System.

ai-series-part-29 icon ai-series-part-29

Learn how to make NavMeshAgents find valid cover spots from another target object.

ai-series-part-3 icon ai-series-part-3

Full project of the end state of the AI Series Part 3 video where we add basic animations to our NavMeshAgents

ai-series-part-30 icon ai-series-part-30

In this tutorial repository you will learn how to make NavMeshes with Moving and Rotating Platforms that are traversable by NavMeshAgents. This is officially unsupported and comes with some limitations on how it can work.

ai-series-part-31 icon ai-series-part-31

learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and how frequently to recalculate the path.

ai-series-part-32 icon ai-series-part-32

Learn how NavMeshAgent obstacle avoidance works... in DEPTH! In this deep dive into NavMeshAgent avoidance you'll learn 5 key takeaways for improving NavMeshAgent avoidance using the Unity Navigation System, no external assets needed!

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