Curved NavMeshAgent Paths | AI Series Part 35 | Unity Tutorial

NavMeshAgents typically move linearly between a set of points calculated by the Navigation System using () under the hood, or directly by your code. In this tutorial we’ll look at how we can smooth that path to add some variance into our NavMeshAgents’ paths. To do this we’ll first need to understand how Bezier Curves work. That’s covered in more depth in another video I’ve done recently: Smoothing Lines using Bezier Curves: Assuming you have some knowledge of how those work, we’ll use a Bezier Curve to smooth out the path the Agent’s path and apply some configurable path postprocessing to remove noise, ensure the agent is going in the right direction. As always, all code from this video is available on GitHub: As usual with the AI Series, we’re using the NavMesh Components: not the built-
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