Summary
In this chapter, we refactored our game’s enemy NPCs from 2D to 3D environments while still using waypoints but also leveraging Unity’s NavMesh system for AI navigation. We also improved our NPCs’ behavior complexity by enabling them to interact with the player and the environment more realistically by using sensors – the effect of which is to challenge players more engagingly.
We continued discussing dynamic enemy behavior by incorporating our sensors as conditions within BTs. We completed our advanced AI discussion with an introduction to ML by using Unity’s ML-Agents, enabling NPCs that can learn and evolve, allowing us to integrate advanced AI-based gameplay into our games for remarkable player experiences.
In the next chapter, we’ll finish things up with the 3D FPS game by creating a classic boss room battle in mixed reality (MR). Additionally, you will learn how to design a challenging boss room and its mechanics quickly...