Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

Arrow left icon
Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Overview FREE CHAPTER 2. Building Your Project and Character 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Sensors


Using the Mecanim state machine in this way is very powerful and just having scripts update the parameters of the state machine through input (user taps a key, or scene loads) is simple enough. However, if you want reactive AI, you might want to think about sensors.

Sensors are effectively the AI's eyes and ears and whatever else it wants to use to detect action within a scene (even if it's an alarm or trip wire). Generally, they are self-contained components that look after themselves and inform whatever they are attached to. They can be as complex or as simple as you need them to be.

A basic sensor might be an empty GameObject with a trigger collider (the trip wire), which tells the enemy state machine that the player has come into view. Alternatively, you could use ray casting (yes, even in 2D) to check whether the target is in view.

One of the best examples of a sensor I've seen is a wandering GameObject with a sphere trigger that wanders round the screen to represent the point...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at R$50/month. Cancel anytime