WEEK11
Introduction
Goals
Place Enemies to the level.
- to bake navigation for the scene
- place enemies in the scene and set effective variables
The following is the primary author and any secondary authors who assisted in completing the tasks this week.
- Primary - Serena
- Secondary -
Technologies, Tools, and Resources used
The following are the technologies, tools, and resources to assist in completing the set goals this week.
[How Nav Mesh Links Work | Unity AI Pathfinding (Part 5) | Table Flip Games]-
Key Tasks Undertaken
The following are the key tasks that were taken to help a developer/reader understand how the tasks were complete
- chek though each environmental components, to set generate mesh links on every walkable object
- in the navigation panel, set jump and drop distance to give it a go
- readjust vanox value to make the navigation mesh has a fair amount of off mesh links and also playful
- place an enemy in the scene, and test play
- drag the player camera to each UI bar
- replace the weapons to new weapons from the people who working on weapon system
- add weapon base recall code in Enemy AI script to attach weapon component in the inspector to allow the enemy to use the weapon
- a place for types of enemies appropriately in the scene
- create an empty in the hierarchy and name it to patrol points
- create more empty under patrol points folder in the hierarchy and attach these empty with waypoints script
- place all the waypoints appropriately in the scene
- attach all the waypoints to each enemy as patrol points
- set safe distance
- set player layer and obstacle layer to each enemy undertake cover system in the inspector
- set all the environmental components to obstacle layer
- add nav obstacles to all the geometry objects that are on "0" horizontal level to make smooth pathways for AI
- test and save it all
- commit all to the source tree and push to master the main branch
What I Found Out
Include any particular lessons learned, especially if this Spike was designed to cover knowledge gaps. Use Graphs, ScreenShots, Outcome Lists, or other Notes.
- when place geometry components should take the navigation bake in concern
Solution Justification
- tutorials help to better understanding AI navigation system
Open Issues/Risks
List the issues and risks that you have been unable to resolve at the end of the spike. You may have uncovered a whole range of new risks as well.
- AI cannot though mesh links while patrolling.
Recommendations
- do not place patrol points at different horizontal levels
SGD 300 FPS RPG
Status | Released |
Author | Serena.DD.Pei |
Genre | Shooter, Role Playing |
Tags | Unity |
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