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Game Development: Pathfinding with Unity

Learn How to Develop Pathfinding Algorithms, like A*, Dijkstra, Steering Behaviors and NavMesh for the AI of your Agents
Rating: 5.0 out of 55.0 (1 rating)
60 students
Created by TheCodingCult (aka Henrique de Carvalho)
Last updated 12/2020
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • You will be able to develop a Steering Behaviour System
  • You will be able to develop a A* Algorithm
  • You will be able to code a Dijkstra Algorithm
  • You will be able to use Pathfinding Systems
  • You will learn how to use the Tilemap and Grid Systems in Unity
  • You will be able to use Unit's NavMesh

Course content

5 sections • 43 lectures • 4h 16m total length

  • Preview00:50
  • Downloading Unity and Preparing the Environment
    12:00
  • Getting a Text Editor
    07:07

  • Preview04:46
  • Preview04:24
  • Preview05:24
  • Basic Rotation
    04:08
  • Preview03:03
  • Sensors and Raycasts
    06:18
  • Side Sensors
    08:20
  • Improving Sensors Code
    06:19
  • Avoid Steering
    05:52
  • The Problem with Steerings
    05:19

  • Creating a New Project
    05:20
  • SetTile and SetColor
    05:56
  • Board and TileLogic
    06:25
  • Algorithm and Finding the Objective
    05:59
  • Preparing for the Dijkstra
    10:24
  • Dijkstra Algorithm
    10:09
  • Blocked Tiles
    04:36
  • Different Move Costs
    03:38
  • Building the Path Based on the Search
    06:38
  • Pathfinder's Inheritance
    08:49
  • Coding the A*
    08:29
  • Understanding the A* Code
    06:45
  • Fixing Bugs and Different Types of Lists
    04:46

  • Preparing the Environment
    08:13
  • Adapting A* to 3D
    03:16
  • Creating the World Positions
    05:41
  • Detecting Obstacles
    07:12
  • A* Agent
    09:17
  • WorldPosition to 2D
    04:23
  • Automatically Updating the Path
    04:26
  • Agent Controller
    04:24

  • Baking
    07:06
  • Carving
    06:15
  • NavMesh Agent
    04:42
  • NavMesh Obstacle
    09:23
  • Making a Patrol with NavMeshAgent
    04:51
  • How Nav Agents FInd Paths Together and Cost Areas
    03:55
  • OffMeshLinks
    02:51
  • Adding Links Manually
    05:04
  • Adjusting OffMesh Speed
    03:45

Requirements

  • You need to have a good grasp on Programming Logic
  • You need to have a good grasp on C#
  • You need to have a good grasp on OOP
  • You need to have knowledge of the Unity environment, equivalent to the course Game Development: Basic Games with C# and Unity 3D

Description

Have you ever wondered how NPCs and monsters find paths from one point to another?

In this course you are going to learn how to create Steering Systems that avoid obstacles so your agent can run a circuit. As you are learning that, you are also learning how raycasts, sensors and Gizmos work.

You will learn to code the Pathfinding Algorithms A* and Dijkstra in C# and Unity. They will be made using Unity's Tilemap System so you can very easily understand how they work and what is going on.

Then, how to apply the A* Algorithm in tridimensional environments, making a controller of agents that can make those individual agents pursue a Player.

Lastly, you'll learn how to use Unity's NavMesh and create a system where agents can jump over empty spaces, climb ladders and all.

Who this course is for:

  • Programmers that want to learn pathfinding algorithms in a visual manner
  • Game enthusiasts that want to learn more about AI/Game algorithms
  • Game Developers

Instructor

TheCodingCult (aka Henrique de Carvalho)
College Teacher/Programmer/Indie GameDev
TheCodingCult (aka Henrique de Carvalho)
  • 4.8 Instructor Rating
  • 276 Reviews
  • 5,048 Students
  • 7 Courses

The Coding Cult is a group of 2. Though one of them is a doggo, fortunately the other one isn't.

The Instructor Henrique de Carvalho is currently a full-time Indie Game Developer and Udemy Instructor. Previously worked for 3 years teaching Computer Science as a college teacher.

Graduated in Computer Science from Universidade do Contestado (UnC). Post-graduated in Programming and Design of Digital Games, from Positivo University.

Has been working on a project not yet released for a Final Fantasy Tactics-style game since 2015 (look forward to it, I swear one day it's coming out xD).

Paçoca, the dog, doesn't have much professional accomplishments to speak of and sleeps most of the day.

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