QuickStart
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Last updated
Parkour And Climbing AI
This asset uses functionalities from parkour and climbing system asset, so parkour and climbing system asset is required. 1. Parkour AI Character Setup
a. Create the Parkour AI Character using the Character-Creation Window Go to Tools > Parkour AI > Create Parkour AI Character to open the character creation window.
Drag and drop the fbx model of your parkour AI character to the Model field and click on the Create Character window. This will create the parkour AI game object in the scene with all the parkour and climbing scripts attached to it.
Once the character is set up, you'll be able to test the parkour actions and predictive jumping in your scene.
Now, Let's dive into an overview of our editor functionalities:
Bake navmesh surface
Click the "Setup NavMesh Surface", it will automatically generate a new GameObject with our custom NavMeshSurfaceBaker component attached.
You can change Parkour height with your required parkour action height, its 4 by default. Make sure generate links are turned on before baking. if your narrow beams aren't getting baked you can override the voxel size and lower voxel size. Once adjusted, hit Bake button.
You can check more about Navmesh surface by clicking here
Create offmesh link
Click the "Create Offmesh Link", it will automatically generate a new GameObject equipped with a NavMesh Link Editor for creating navigation link purposes.
In the inspector window, you'll see an editor interface. Click the "Start" button to begin generating navmesh links.
Click on the surface where you want the link to start, then drag it to the endpoint. Releasing the mouse button will create an off-mesh link.
If the startPoint and endPoint are not on the navmesh surface, their color will be displayed as red.
Ensure that both startPoint and endPoint are green. otherwise, they won't be used.
You can select the area type from this menu. Set "Jump" if you want to enable jumping between surfaces and "Climbable" if you want to allow climbing onto a surface.
Jump off Mesh link,
To create climbable off-mesh links, begin dragging from the surface of the starting ledge to the ending ledge.
Our script will automatically detect the first ledge that overlaps with the blue box as the starting ledge. Similarly, the end ledge will be detected as the first ledge overlapping with the red box.
In certain situations, manual specification of start and end ledges may be necessary. This is particularly relevant for predictive climb scenarios where the overlap box may not detect the ledge accurately.
So, in this situation you can use manual ledge option
To select the starting ledge, press "Pick Ledge" and click on the desired starting ledge in the scene. Repeat the process for selecting the end ledge. The starting ledge will be highlighted in blue, while the end ledge will be highlighted in red, as shown here.
Ensure that there is a clear path between the start and end ledges, meaning there are enough climb points to navigate from the start ledge to the end ledge. If not, the enemy will log "Path not detected."
note: The end ledge will be taken as mountable ledge.
The AI will attempt to mount up from any point on the end ledge.
You can configure the link to be one-directional by disabling "Bidirectional" in the inspector. This restricts players to traverse only from the start to end, or from end to start.