Complete the tutorial project Stealth, given only Unity Free and the provided assets. Style points for not looking at the Done folder.
The tutorial video series for Project #01: Stealth is well presented and provides demonstration of many useful techniques and tools available in 4.0. When coupled with the assets provided, there seems to be a great opportunity for interested developers to try to add to or improve on the existing game systems, and show the results for discussion (perhaps in a Works In Progress thread, if within forum rules).
It has been pointed out that some key elements of this project, like lighting and AI pathing, assume the use of Unity Pro, so the main challenge is to find suitable work-arounds within the reach of Unity Free. And since the tutorial series stands in-progress as of the writing of this post (Ch.4, #402), there is an added challenge available to ‘follow ahead’ and try to complete the game as close to how the Unity team did (without peeking in the Done folder). Referring to things like the finished game, the video tutorials and Unity script reference all seem fair.
Chapter 4, assignment #403 was released today. With a couple larger AI bugs squashed this morning, this seems like a good stopping point.
Attached is a completed Project #01: Stealth for Unity Free, given notable improvement issues left undone; namely, the gun efx are poor, the ‘look’ behavior of robots upon reaching an investigation point is poor, and running behavior could improve to be smoother. This package is an add-on to the tutorial Stealth assets.
To complete the project, a rudimentary waypoint system needed to be built and some allowances had to be made to mitigate the latency and quality without baked lighting. For example, props were added in one hallway to lead the camera to view fewer lights, and reveal a critical security camera spotlight.
Improvements include a separate microphone object, with behavior that keeps the orientation of 3D sound more in line with the orientation of camera and controls. A frustum mesh thrown onto this object will illustrate in the editor how this prevents Ethan’s orientation from influencing the apparent direction of sound sources. Additionally, there are hot keys for ot debug toggle, [N]ext bot, and [M]usic toggle. Surely, there will be many other significant differences under the hood from the final tutorial version, but the behavior is about the same as the final game example. That was fun!
I’m followed the Stealth tutorial, but my enemy robot doesn’t move. If I play the game, there are two errors on enemyAI.cs.
1st error is:
“SetDestination” can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.NavMeshAgent:set_destination(Vector3)
EnemyAI:Patrolling() (at Assets/Scripts/Enemy/EnemyAI.cs:123)
EnemyAI:Update() (at Assets/Scripts/Enemy/EnemyAI.cs:49)
Position is @script “EnemyAi.cs”:
// Set the destination to the patrolWayPoint.
nav.destination = patrolWayPoints[wayPointIndex].position;
2nd error is:
“GetRemainingDistance” can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.NavMeshAgent:get_remainingDistance()
EnemyAI:Patrolling() (at Assets/Scripts/Enemy/EnemyAI.cs:100)
EnemyAI:Update() (at Assets/Scripts/Enemy/EnemyAI.cs:49)
Position is @script “EnemyAI.cs”:
// If near the next waypoint or there is no destination…
if(nav.destination == lastPlayerSighting.resetPosition || nav.remainingDistance < nav.stoppingDistance)
i am using the free Unity 4.3. and am stuck with the very same exceptions, that you have reported.
Are those related to the fact, that this tutorial has the Pro users in focus?
Is there any progress on getting the stealth tutorial running without the need of buying Unity Pro?