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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (23) Chapters Close

Preface 1. Creating a Unity Project 2. Editing Scenes and Game Objects FREE CHAPTER 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Making decisions with FSMs

We explored the concept of Finite State Machines (FSMs) in the past when we used them in the Animator component. We learned that an FSM is a collection of states, each one representing an action that an object can be executing at a time, and a set of transitions that dictates how the states are switched. This concept is not only used in animation but in a myriad of programming scenarios, and one of the common ones is AI. We can just replace the animations with AI code in the states and we have an AI FSM.

In this section, we will examine the following AI FSM concepts:

  • Creating the FSM in C#
  • Creating transitions
  • Creating the FSM in Visual Scripting

Let’s start by creating our FSM skeleton.

Creating the FSM in C#

To create our own FSM, we need to recap some basic concepts. Remember that an FSM can have a state for each possible action it can execute and that only one can be executed at a time.

In terms...

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