#Dilemma of a Samurai
1 messages · Page 1 of 1 (latest)
oh i see
you'll need some sort of pathfinding to validate if the enemy can actually reach the player or not
i haven't done ai but there are a lot of tutorials for 2d platformer ai
is there no other way than doing pathfinding. I am doing it on mobile so don't want to put some strain on the performance
yeah the less work (maybe not in the long run) method would be to expose a property on the player for which platform they're on
and in the targeting the enemy would compare that to the platform they're on
they are not exactly a platform but patch of land with different height so they can't be different
yeah i'm not sure of a way to do that without some sort of pathfinding system
performance wise there are very optimised methods for this so it wouldn't be completely out of question for a mobile game
i see.
another question i made a empty project with nothing in it. The build target platform is android. Even though there is nothing in the scene(completely empty), in the profiler for the scene there is a 5 % playerLoop is it normal
i'm not sure i haven't used the profiler much
i will ask that on the regular channel
do you know anyone who has done platformer AI extensively.
I could ask some questions
i think bradent has a series on complex enemy behaviour and he's got a server
other than that ask in the #🤖┃ai-navigation channel