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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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Toc

Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Setting up the scene

We are going to set up a scene that looks like the following screenshot:

Figure 7.1 – Our sample test scene with obstacles

Let's follow a step-by-step procedure to do this:

  1. We create a directional light, the start and end game object, a few obstacle objects, a plane entity to be used as ground, and two empty game objects in which we put the GridManager and TestAStar scripts. After this step, our scene hierarchy should be like this:

Figure 7.2 – The demo scene hierarchy

  1. We create a bunch of cube entities and add them to the Obstacles layer. GridManager looks for objects with this tag when it creates the grid world representation:

Figure 7.3 – The Obstacle nodes seen in the Inspector

  1. We then create a cube entity and tag it as Start:

Figure 7.4 – The Start node seen in the Inspector

  1. Then, we create another cube entity...
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