Aidan HartCreating a Firearm with a Cross-hairToday, we’ll be going over creating a working rifle that’s able to shoot our AI robots!1d ago1d ago
Aidan HartCreating a Finite State Machine for Running and HidingToday, we’ll be implementing a behavior for our AI to hide behind different players across the shooting range.2d ago2d ago
Aidan HartCreating a Spawn Manager for the Shooting RangeAfter going over singletons and object pooling, I’ll be demonstrating what I’ve done to create a working spawn manager.4d ago4d ago
Aidan HartGoing Over Object PoolingToday, we’ll go over object pooling and how I’ll use this to help optimize the spawn manager I’ll be making in the future.6d ago6d ago
Aidan HartA Simple Understanding of SingletonsSingletons are a great way of having global access to classes that only exists once. With one example of these classes being game managers.Aug 1Aug 1
Aidan HartGenerating Offmesh LinksToday, we’ll be creating an offmesh link that’ll let our sphere jump between different navigation meshes.Jul 31Jul 31
Aidan HartUsing FSM in Unity to Create Smarter AIToday, we’ll be creating a finite state machine within Unity to make our AI have different choices.Jul 31Jul 31
Aidan HartCreating “Smart” AI in UnityToday, we’ll be creating a smarter AI for our sphere.Jul 24Jul 24
Aidan HartNavMesh Agent MovementOur goal today is to have this sphere move to one of these random wavepoints of our scene.Jul 23Jul 23
Aidan HartNavigation Mesh Baking in UnityToday, we’re going to be going over a simple way of creating a navmesh in a unity project.Jul 22Jul 22