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

Home Page: https://www.youtube.com/watch?v=GXh06vFfhew

License: MIT License

C# 53.01% ShaderLab 41.89% HLSL 5.10%
ai navmeshsurface navmeshagent unity gamedevelopment gamedev

ai-series-part-19's Introduction

Navmesh AI Tutorial 19 - Round Based Spawning and Scaling Up Enemies

Youtube Tutorial

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In this project we have 6 Scenes:

NavMeshLink Demo: AI Series Part 17

  1. Small scene with several NavMeshLinks with different configurations to showcase customization of NavMeshAgent movement over a NavMeshLink based on Area Type.

Additive Loading Scenes: - AI Series Part 16

Additive Scene 1:

  1. SampleScene below with a trigger to load a new scene when the player gets to a particular zone of the level
  2. Additively load "Additive Scene 2" Additive Scene 2:
  3. Connects to "Additive Scene 1" with a NavMeshLink to allow players and enemies to travel to the new scene uninterrupted

SampleScene:

  1. Simple click to move. AI Series Part 1
  2. An enemy that follows the player - AI Series Part 1
  3. NavMeshLinks to allow the player and enemy to jump from one platform to another, and on top of some walls. - AI Series Part 2
  4. AgentLinkMover to control how NavMeshAgents will traverse NavMeshLinks - AI Series Part 2
  5. Animated 3D Model based on NavMeshAgent's movement - AI Series Part 3
  6. Dynamically spawned enemies at random points on the NavMesh - AI Series Part 4
  7. 4 Enemy types, configured via a ScriptableObject, that path differently based on Agent Configuration - AI Series Part 5
  8. Enemies and Player attack the other when they near each other, until dead. - AI Series Part 6
  9. Ranged Attacking Enemies - AI Series Part 7 and Part 8
  10. Configurable Homing Bullet Mechanics for Ranged Enemies - AI Series Part 7 and Part 8
  11. Improved ScriptableObject Configurations - AI Series Part 9
  12. Flying Enemies - AI Series Part 10
  13. State Machine AI with 3 options - idle, patrol, chase, including line of sight checking - AI Series Part 11
  14. Burst Spawning Enemies on Trigger - AI Series Part 18
  15. Round-Based Spawning - AI Series Part 19
  16. Scaling Up Enemies - AI Series Part 19

Progressive NavMesh: - AI Series Part 13

  1. A procedurally generated world and NavMesh so it can be navigated by NavMeshAgents
  2. Enemies spawn as the player runs throughout the world, becoming disabled when they are too far away from the player.

Bake NavMesh in Bounds: - AI Series Part 14, AI Series Part 14.5, and Part 15

  1. A Player-only scene baking a NavMesh around the player as they move
  2. Spawning enemies as the player moves throughout the large world

Requirements

  • Requires Unity 2019.4 LTS or higher.
  • Utilizes the Navmesh Components from Unity's Github.

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