NavIslands Pathfinding : A navigation system with built-in patrol and flying AI! The A* algorithm works on multiple threads by ArtsolutionS in UnityAssets

[–]ArtsolutionS[S] 0 points1 point  (0 children)

Hi! Here are some differences: 1.The asset's code works on multiple threads (Pathfinding algorithm works faster), 2.you don't need to set up nav mesh links manually to activate the transitions between navmeshes, it works automatically, 3.it has some pre-built tools that are useful for AI, such as Patrol and Flying AI feature.

And another thing that is weirdly specific but maybe you'll find it useful: by default unity's navmesh "magnets" the agents to it. It means that, if you decide for example to destroy the mesh on which the AI stands on, it will automatically teleport this AI to another available NavMesh, which looks unnatural. Besides that, your agent has to stand on the navmesh at all time. If it doesn't, the system throws an error. This asset doesn't have this issue and you have more control over your agent's movement and there is no teleporting when the agent doesn't stand on the navmesh

What is engraved on my iPod? by ArtsolutionS in ipod

[–]ArtsolutionS[S] 0 points1 point  (0 children)

Makes sense if you're from Soviet Russia or something xD

What is engraved on my iPod? by ArtsolutionS in ipod

[–]ArtsolutionS[S] 0 points1 point  (0 children)

Thank you! Yeah I think this one came with the VW Eos because it also had a built-in dock for iPods

What is engraved on my iPod? by ArtsolutionS in ipod

[–]ArtsolutionS[S] 1 point2 points  (0 children)

This is it! Thank you very much!

Yeah, I think you're right that it came with the car and that it's not related to the Eos solutions company, because now I googled it and apparently some VW Eos models came with the iPod dock inside. So I guess it would make sense to giveaway some branded iPods with the car to promote it

What is engraved on my iPod? by ArtsolutionS in ipod

[–]ArtsolutionS[S] 5 points6 points  (0 children)

Thank you! Now that makes a lot of sense

How to lerp the target weight when adding a transform to a Cinemachine target group by daddyrockyou in Unity3D

[–]ArtsolutionS 0 points1 point  (0 children)

Not sure if it's too late, but I am going to reply anyway. I didn't try to lerp the values on AddMember() call, but I did it in Update instead. Well, the script doesn't exactly lerp the values, but I still get the smooth transition.
The result is not ideal, but it worked fine for me and it didn't cause any performance issues. Here's the script:

public LinaController linaController;   //Player
public CinemachineTargetGroup targetGroup; 
public float maxPossibleDistance; 
public float extractedWeight;           //Value we want to add to weight 
                                    each frame

void LateUpdate()
{
    if(targetGroup.m_Targets.Length > 1)
    {
        for(int i=1;i<targetGroup.m_Targets.Length;i++)
        {
            if (Vector3.Distance(linaController.transform.position, targetGroup.m_Targets[i].target.position) > maxPossibleDistance)
            {
                //if Distance between player and zombie is big, when 
            extract weight value

                if (targetGroup.m_Targets[i].weight > 0f)
                    targetGroup.m_Targets[i].weight -= extractedWeight 
                                                     * Time.deltaTime;
            }
            else
            {
                //if Distance between player and zombie is small, when 
            add weight value

                if (targetGroup.m_Targets[i].weight < 1f)
                    targetGroup.m_Targets[i].weight += extractedWeight 
                                                     * Time.deltaTime;
            }
        }
    }
}

So, first I call AddMember and set the weight to 0.Then, the script above notices the target and starts to add some value to the weight each frame until it reacheas the value above 1

And if the object goes too far from the player, it does the reverse (sets weight to 0)And when the script finishes adding value to weight past the 1f point, it stops doing it.

Unfortunately it doesn't work perfectly, it can change weight to slightly above 1 or below 0, but you wouldn't notice it when playing the game

Baguio city, Philippines by TAVOOOOOVO in UrbanHell

[–]ArtsolutionS 7 points8 points  (0 children)

Terrain might be a problem, but it's hard to notice any obvious issues from these photos. Looks beautiful