New AI Navigation 2.0 video tutorials series

Hi everyone,

We’re currently working on an updated video tutorial series about the AI Navigation package 2.0 in Unity 6. The first one will be an introduction to AI Navigation and NavMesh basics, while the last two videos will show how to work with more advanced concepts, such as using NavMesh links and obstacles, runtime NavMesh surfaces, and more.

We’ll update this post as we publish more videos in the coming weeks :slightly_smiling_face:.

AI Navigation 2.0 - NavMesh basics

If you are new to the topic, or just need a refresher, this video tutorial will help you get up and running with all the basics. You’ll learn how to get started by setting up a NavMesh surface and how to set up the AI Navigation system package in Unity 6.

AI Navigation 2.0 - NavMesh links and obstacles

The second tutorial covers the following topics: how to work with NavMesh links to get AI characters jumping, bake a NavMesh surface onto vertical surfaces, such as walls, linking multiple NavMesh surfaces together, and scripting to add conditions when an AI character loses sight of its target.

AI Navigation 2.0 - Runtime NavMesh surfaces

The third and last video tutorial in this series covers: spawning in layouts and dynamically creating NavMesh surfaces during runtime, how to check when an agent has reached its destination in a turn-based game, setting area costs and adding AI randomness for multiple characters.

:star: To follow along with the tutorials, make sure you download the ‘Blockouts’ Unity package:

Blockouts.unitypackage (1.6 MB)

… and the following packages from the Unity Asset store:

If you want to learn more, check out the AI Navigation section in the Unity Manual.

We hope you find the videos helpful! Please let us know in the comments if you have any feedback or ideas for other features you would like to see a video tutorial on.

Thank you!

8 Likes

Is it compatible with jobs and burst?

Can I use it with ECS?

“Is it compatible with jobs and burst?”
I’m not affiliated with Unity but no. However agent avoidance and repathing are multi-threaded (legacy) and Path calculation is done on the main thread either synchronously NavMesh.CalculatePath or asynchronously NavMeshAgent.SetDestination using NavMesh-pathfindingIterationsPerFrame.

Hello Tech Content Team, is autoTraverseOffMeshLink, currentOffMeshLinkData and isOnOffMeshLink deprecated or is the new NavMesh Link using it?
Because there is still an accessible variable both in the inspector:


and scripting including in the decompiled NavMeshAgent:

Thank you so much for sharing it.

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The progression from basic NavMesh setup to more advanced features like links, obstacles, and runtime surfaces should help developers improve their AI navigation skills in Unity. The additional resources like the Unity package and asset store links will be valuable for following along. I was struggling with analyzing my research data and putting it into words for my dissertation results section. Thankfully, Academized Buy Dissertation Results Chapter Online at $11.99/page came to the rescue. Their dissertation results help service provided me with a beautifully written, clear, and concise section that exceeded my expectations. The formatting and presentation were flawless. Their expertise truly made a difference in my academic journey, and I would confidently recommend their services to others.