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Project for the AI Series Part 16 tutorial where we link Pre-Baked NavMeshes on additively-loaded scenes. This is a common need when you have non-procedural worlds that are statically created, but you want to have a seamless experience as the player moves from one chapter to another that you've constructed via different scenes

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Navmesh AI Tutorial 16 - Connecting Additively Loaded Scenes with Prebaked NavMeshes

The below video is the tutorial that ENDS where this project is. In the tutorial I review how to construct pieces of level so feel free to follow along with this project.

Youtube Tutorial

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In this project we have 5 Scenes:

Additive Loading Scenes: - AI Series Part 16 Additive Scene 1:

  1. SampleScene below with a trigger to load a new scene when the player gets to a particular zone of the level
  2. Additively load "Additive Scene 2" Additive Scene 2:
  3. Connects to "Additive Scene 1" with a NavMeshLink to allow players and enemies to travel to the new scene uninterrupted

SampleScene:

  1. Simple click to move. AI Series Part 1
  2. An enemy that follows the player - AI Series Part 1
  3. NavMeshLinks to allow the player and enemy to jump from one platform to another, and on top of some walls. - AI Series Part 2
  4. AgentLinkMover to control how NavMeshAgents will traverse NavMeshLinks - AI Series Part 2
  5. Animated 3D Model based on NavMeshAgent's movement - AI Series Part 3
  6. Dynamically spawned enemies at random points on the NavMesh - AI Series Part 4
  7. 4 Enemy types, configured via a ScriptableObject, that path differently based on Agent Configuration - AI Series Part 5
  8. Enemies and Player attack the other when they near each other, until dead. - AI Series Part 6
  9. Ranged Attacking Enemies - AI Series Part 7 and Part 8
  10. Configurable Homing Bullet Mechanics for Ranged Enemies - AI Series Part 7 and Part 8
  11. Improved ScriptableObject Configurations - AI Series Part 9
  12. Flying Enemies - AI Series Part 10
  13. State Machine AI with 3 options - idle, patrol, chase, including line of sight checking - AI Series Part 11

Progressive NavMesh: - AI Series Part 13

  1. A procedurally generated world and NavMesh so it can be navigated by NavMeshAgents
  2. Enemies spawn as the player runs throughout the world, becoming disabled when they are too far away from the player.

Bake NavMesh in Bounds: - AI Series Part 14 and Part 15

  1. A Player-only scene baking a NavMesh around the player as they move
  2. Spawning enemies as the player moves throughout the large world

Requirements

  • Requires Unity 2019.4 LTS or higher.
  • Utilizes the Navmesh Components from Unity's Github.

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Project for the AI Series Part 16 tutorial where we link Pre-Baked NavMeshes on additively-loaded scenes. This is a common need when you have non-procedural worlds that are statically created, but you want to have a seamless experience as the player moves from one chapter to another that you've constructed via different scenes

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