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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

Following a path

A path is a sequence of points in the game, connecting a point, A, to another point, B. There are many ways to build a path. Usually, a path is automatically generated by other game systems, such as pathfinding (see the next chapter); however, in our example, we, use a very basic system: we will construct the path by hand by using waypoints. We will write a script called Path.cs and store all the waypoint positions in a Vector3 array. Then, from the editor, we will enter those positions manually. It's a bit of a tedious process right now, but we don't want to make things too complicated. Fortunately, since the number of waypoints that we are creating here is not that substantial, the operation should not take too much time:

Object path

First, we create an empty game entity and add our path script component, as shown in the following screenshot:

Here...
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