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Root Motion + NavMeshAgent (and Nav Mesh Links!) | Unity Tutorial

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Learn how to properly setup an AI agent that can move with Root Motion animations instead of being directly controller by the NavMeshAgent. Also learn how to move between NavMesh islands with the OffMeshLink component including custom traversal animations and scripting. This tutorial is intended for audiences that already have a basic understanding of the Unity editor and C# scripting, although I will slow down and explain concepts that self-taught developers might not have experience with yet. In this tutorial we will set up an 8-way animation Blend Tree with walk/run cycles and a custom jump state. We will then read in the NavMeshAgent's path data to extrapolate how to adjust the Animator parameters to move the NavMeshAgent ourselves. Additionally, we will learn about pitfalls and common mistakes that can be made along the way providing everyone with a great base to extend to meet the requirements of their own games. Background Song: https://soundcloud.com/efreeman/tutorial-background-music-root-motion-navmeshagent Samurai Unicorn Discord: https://discord.gg/bjfkwf9vjR 0:00 - What we'll be making 0:13 - Why a root motion NavMeshAgent is useful 1:23 - Tools and assets we'll be using 1:44 - How to setup a NavMesh 2:04 - Creating an Animator Controller 5:06 - Setting up character 5:30 - Custom character controller script 14:18 - Jumping across NavMeshLink 22:46 - Outro ******************** Tools and Assets Used in This Video: Basic Motions Free: https://assetstore.unity.com/packages/3d/animations/basic-motions-free-154271 Adobe Fuse: https://store.steampowered.com/app/257400/Fuse/ Mixamo (for auto-rigging Fuse characters): https://www.mixamo.com/#/ ******************** SetFloat DampTime explanation: https://discussions.unity.com/t/damptime-and-deltatime-in-setfloat-parameters/91994

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