Super Simple Unity AI Car Controller – Naive But It Works! - Dev Vlog 36
Автор: Prototype Everything
Загружено: 2025-11-02
Просмотров: 978
Описание:
In this video, I showcase a key mechanic behind my custom vehicle AI system in Unity, where the car’s steering logic follows the Ackermann principle (as explained in an earlier devlog).
This approach allows us to calculate the turn radius or steering circle based on the current steering angle and axle position of the vehicle.
Using this, we can check whether a target is reachable via pure steering. If the target lies within the turn circle, it becomes mathematically unreachable—no matter how far the wheels turn. Unless the vehicle drifts, collides, or is otherwise influenced externally, it simply cannot reach that point.
To solve this, the AI logic triggers an automatic reverse mode:
The car shifts into reverse, turns the steering in the opposite direction, and pulls the target point out of the unreachable zone. Once the target is outside the turn radius, the vehicle resumes normal forward driving.
This logic is written entirely in C# and tested with Unity’s Universal Render Pipeline (URP), using real-time physics, vector math, and custom steering algorithms.
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