Go On :: navigation and obstacle awareness
{{vine //vine.co/v/OgAgJ5MEdd6/embed/simple}} Actors with a PathFollower behavior now respect other Actors with a collider. Currently it is done very naively, though »
{{vine //vine.co/v/OgAgJ5MEdd6/embed/simple}} Actors with a PathFollower behavior now respect other Actors with a collider. Currently it is done very naively, though »
{{vine //vine.co/v/OgA1zQg6WWL/embed/simple}} When I first dreamed this idea up I was looking for a way to make micromanaging a few units »
{{vine //vine.co/v/Or03zZYlZ77/embed/simple}} In which I discuss methods of focusing specific units/actors in Unity using full screen quads, render queues and »
{{vine //vine.co/v/OnQEjE5VDwD/embed/simple}} Moving fast... more features: Units follow paths. Dynamic behavior for TileTop actors (eg. the growing trees in this vine) »
{{vine //vine.co/v/O1MDXhwLr1h/embed/simple}} Just a quick update. This vine demonstrates a few new features added in the last week: Selectable actors (the »