Flocking Algorithm in Unity, Part 9: Avoiding Obstacles @BoardToBitsGames
Flocking Algorithm in Unity, Part 9: Avoiding Obstacles  @BoardToBitsGames
Uploaded March 2019 | Updated September 2026, 1 week ago
Using filtering to selectively avoid objects for more realistic behavior in an environment with other objects in it.

Complete code available on GitHub at github.com/boardtobits/flocking-algorithm
Become a Patreon backer for full project access.

Support Board to Bits on Patreon:
patreon.com/boardtobits
Check out Board To Bits on Facebook: facebook.com/BoardToBits
Flocking Algorithm in Unity, Part 9: Avoiding ObstaclesGame Dev Considerations, Part 2: File HierarchiesNon-Game Game Development: Wrap-UpModular Textures in Unity, Part 9: Conclusion & Next StepsProcedural Mesh Tutorial, Part 5: Procedural Grid (Setup)Modular Textures in Unity, Part 2: Optimizations & SettingsNon-Game Game Development: Combining Audio ControlsNon-Game Game Development: Scene ManagerNon-Game Game Development: Level Select ButtonsMaking a Character Controller, Part 31: Flight ControlsNon-Game Game Development: Saving ProgressNon-Game Game Development: Level Select Scene Setup
Board To Bits Games |

Flocking Algorithm in Unity, Part 9: Avoiding Obstacles

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER