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

  1. chek though each environmental components, to set generate mesh links on every walkable object
  2. in the navigation panel, set jump and drop distance to give it a go
  3. readjust vanox value to make the navigation mesh has a fair amount of off mesh links and also playful
  4.  place an enemy in the scene, and test play
  5.  drag the player camera to each UI bar
  6. replace the weapons to new weapons from the people who working on weapon system
  7. add weapon base recall code in Enemy AI script to attach weapon component in the inspector to allow the enemy to use the weapon
  8. a place for types of enemies appropriately in the scene 
  9. create an empty in the hierarchy and name it to patrol points
  10. create more empty under patrol points folder in the hierarchy and attach these empty with waypoints script
  11. place all the waypoints appropriately in the scene
  12. attach all the waypoints to each enemy as patrol points
  13. set safe distance
  14. set player layer and obstacle layer to each enemy undertake cover system in the inspector
  15. set all the environmental components to obstacle layer
  16. add nav obstacles to all the geometry objects that are on "0" horizontal level to make smooth pathways for AI
  17. test and save it all 
  18. 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.

  1.  when place geometry components should take the navigation bake in concern

Solution Justification

  1. 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

Leave a comment

Log in with itch.io to leave a comment.