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Unity 2021 Cookbook

You're reading from   Unity 2021 Cookbook Over 140 recipes to take your Unity game development skills to the next level

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Product type Paperback
Published in Sep 2021
Publisher Packt
ISBN-13 9781839217616
Length 816 pages
Edition 4th Edition
Languages
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Authors (2):
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Shaun Ferns Shaun Ferns
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Shaun Ferns
Matt Smith Matt Smith
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Matt Smith
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Toc

Table of Contents (15) Chapters Close

1. Displaying Data with Core UI Elements 2. Responding to User Events for Interactive UIs FREE CHAPTER 3. Inventory and Advanced UIs 4. Playing and Manipulating Sounds 5. Creating 3D Objects, Terrains, Textures, and Materials 6. 2D Animation and Physics 7. Characters, Game Kits, and Starter Assets 8. Web Server Communication and Online Version Control 9. Controlling and Choosing Positions 10. Navigation Meshes and Agents 11. Cameras and Rendering Pipelines 12. Shader Graphs and Video Players 13. Advanced Topics - Gizmos, Automated Testing, and More 14. Particle Systems and Other Visual Effects 15. Virtual and Augmented Reality (VR/AR)

How it works...

The NavMeshAgent component that we added to the Sphere-arrow GameObject does most of the work for us. NavMeshAgents need two things:

  • A destination location to head toward
  • A NavMesh component of the terrain with walkable/non-walkable areas so that it can plan a path by avoiding obstacles

We created two obstacles (the Cube-wall objects), and these were selected when we created the NavMesh for this scene in the Navigation window. When the Navigation window is displayed, at the same time in the Scene window (and the Game window with Gizmos enabled), we can see walkable areas forming a blue navigation mesh.

Note that the blue areas are the default NavMesh area. Later in this chapter, we'll look at different, custom named, costed, and color-coded NavMesh areas.

The location for our NPC object to travel toward is the position of the Capsule-destination GameObject at (-12, 0, 8); but, of course, we could just move this object in the Scene window...

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