A quick rumination on how I want an enemy in the game to behave.
With this week being study week at the college, and the fact that my family and I were set to visit relatives in Spain from November 1st to 6th, I’m afraid I didn’t make any concrete progress on Project D. With the prior weekend taken up by volunteer work for Sligo Live, I decided to spend the few days I had before the 1st catching up on other assignments.
Sometimes, you need time to breathe a little. To gather your thoughts and give them room.
The midterm break was one spent with rest after an intense few weeks of finalizing concepts and settling discussions. The pressure this year is immense compared to last year. I found myself feeling that I had more time last year than what we are given now. It’s interesting how much pressure can have an affect on your morale.
Here I briefly talk about my research into Unity’s NavMesh functionality. This will be a shorter post than last week’s.
Since my main task for the time being is that of the enemies and their AI, this week I spent time researching Unity’s NavMesh functionality on the Unity User Manual. Unity’s NavMesh allows you to auto-generate a visible map on top of your scene geometry, this map appears as a blue highlight over the ground. Anything covered in the blue highlight can be traversed by the NavMesh Agent you’ve assigned. An enemy in your scene is a good example of a potential NavMesh Agent.
Over the week I read through the entirety of Unity’s documentation on Navigation and Pathfinding. Having read through it all by the 24th I then installed Unity’s NavMeshComponents into our project. These components are necessary for customising your NavMesh, for example, you can set specific regions to be “Not Walkable” or modify them to only be accessible by a certain type of enemy.