I didn’t yet get access to 4.0 beta, but from the release note I noticed that one of my most-anticipated features that you guys announced on June 18th: Dynamic Obstacle Avoidance, did not make it through the initial 4 release.
Guys, I really appreciate you working on tessellation for Surface shaders, supporting WinRT and WP8 and iOS 6 and all, but please don’t tantalize us like this anymore
Looking forward to Unity 4.1(WRT/WP8, New GUI,DOAvoidance, 2D Physics, Fluid Solver and Deferred MSAA)… worth 10K.
Not sure what exactly you mean by “dynamic obstacle avoidance”, but the release notes of 4.0 have this: “Navigation: NavMeshObstacle component added.”
It was in Unity 4.0 Details thread: first page.
The idea itself was promised by Mr Helgason himself as an improvement from static obstacles path calaculation in one of the threads.
If NavMeshObstacle is meant to make the agent recalculate/rebake his path around the obstacle in real-time/runtime at a reasonable performance footprint whenever he encounters it, then THAT’S IT.
You should write it in BOLD headlines in the main features category and not just the last under “other features” alot of folks have been waiting for this since 3.5.
Yes, it’s that.
A lot of folks have been waiting for other features; and once you start having 50 of them IN BOLD then the boldness starts to not make much sense
That’s why i use colours instead.
It would get too flashy and create distraction from everywhere.
What about
This is important
This is extremely important
This is super duper important
READ NOW YOUR JOB DEPENDS ON IT
OH MY GOD WERE GOING OUT OF BUSINESS
That would make writing release-notes very tedious and boring… ^^
But reading very enjoyable.
Give it to the new guy to do.
Hi guys, from your discussion ,are there Dynamic Avoidance in Unity4 now ?
if have ,could anybody give me some hints about how to use it ?
or are there some tutorials about it ?
thank you in advance !
Now I am using Unity4 .
In my Game ,there are multiplayers and many enemies ,they are moving and finding the target and stop to attack the target…
I can control my player to find the specific target ,and attack it .
How these objects can avoid other objects when they are moving to find the target ?
I tried the NavMeshAgent and NavMeshObstacle.it seems that ,
for example ,the object which is moving to find the target can just avoid one object around which there are no other objects.
if there are two or more objects which are next to each other in front of the moving objects ,the moving objects can’t avoid them ,just be stuck …
could you tell me how to let the moving objects avoid other objects to reach the target ?
I wanted to reply to this thread because it seems that the current Unity 4 Dynamic Obstacles is a really really half baked solution. When my agents find the dynamic obstacle no new path is calculated around the object, instead the agents try to move around it by using force, sliding along the walls of the circle/cylinder shaped obstacle. It looks horrible.
This really can’t be it right? This makes it totally useless in a game, I hope I am doing something wrong?
This would be more than awesome:
http://www.intelligentartefacts.com/kythera/
@ZJP Thank you for your links. I actually looked at some of that when investigating A* path finding by Aaron. But isn’t this really best for local avoidance problems? Unity has that already and it’s working ok for us. But we are currently updating the game and need better support for dynamic obstacles that can be destroyed etc. It amazes me how Unity can even release the NavMeshObstacle in it’s current form.
So the answer in this thread is that yes, it is this bad? I’m currently thinking of building something simple using raycasts and backup waypoints to move to for avoiding certain areas.