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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 2018!

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Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
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Authors (3):
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Dr. Davide Aversa Dr. Davide Aversa
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Dr. Davide Aversa
Clifford Peters Clifford Peters
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Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 2. Finite State Machines 3. Randomness and Probability 4. Implementing Sensors 5. Flocking 6. Path-Following and Steering Behaviors 7. A* Pathfinding 8. Navigation Mesh 9. Behavior Trees 10. Machine Learning in Unity 11. Putting It All Together 12. Other Books You May Enjoy

Summary

In this chapter, we learned how to generate and use navigation meshes to represent the scene for pathfinding purposes. We studied how to set up different navigation layers with different costs for pathfinding. We used the Nav Mesh Agent component to find the path and move toward the target using the destination property. We set up Off Mesh Links to connect the gaps between the navigation meshes using both the autogeneration feature and a manual setup with the Off Mesh Link component.

With all this information, we can now easily create simple games with a fairly complicated AI. For example, you can try to set the destination property of AI tanks to the player's tank's position and make them follow it. Using simple FSMs, they can start attacking the player once they reach a certain distance. However, FSMs have taken us far, but they have their limits. In the next...

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