@ForgingStation
  @ForgingStation
Forging Station | AI Car - Unity Hybrid ECS/DOTS @ForgingStation | Uploaded July 2020 | Updated October 2024, 2 hours ago.
In this video, we will explore and build a simple AI-controlled system for our vehicle / Car.

This is built upon our previously developed code. If you have not seen my previous video, please watch it now!!! as it is essential to understand what we will be doing. Here is the link - 

Unity Hybrid-ECS Car Controller -
youtube.com/watch?v=f0viJi8vi5I&t=71s

We will use Unity's new Navigation system, and follow a NavMesh agent around the terrain, however, our code and physics will control the vehicle.

We are also going to explore and calculate the commonly used Inverse Transform Point using Unity Mathematics - essential to steer our car in the right direction.

I have tried to keep the explanation around the inverse transform point, Local To World Matrix & Matrix transformation as simple as possible. (In fact very simple when I say its a Matrix. There is a lot going on in the background and explaining that falls out of the scope of this video)

This is an excellent use case demonstrating how classic Game Objects can be mixed with Unity ECS/DOTS in a hybrid fashion to achieve desired behaviour.

Source code (only) can be found here -
github.com/ForgingStation/AI-Car---Unity-Hybrid-ECS

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Terrain textures - textures.com

Procedural Terrain - Map Magic 2 - assetstore.unity.com/packages/tools/terrain/mapmagic-2-165180

Introduction to Unity Mathematics - youtube.com/watch?v=u9DzbBHNwtc
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AI Car - Unity Hybrid ECS/DOTSCrowd Simulation Part - 1. Closest Approach CalculationBasic Flocking Optimization - Android Build - 20000 Boids - Unity ECS/DOTSCollision Avoidance using Boids behaviourCOMPLETLY failed - Nothing went as planned with crowd simulation!My RayTraced Computer Room. Not what I expected!Shader Graph & Unity DOTS - Flocking SimulationNew Input System With Unity DOTS-ECS

AI Car - Unity Hybrid ECS/DOTS @ForgingStation

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