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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 implement the A* pathfinding algorithm in Unity3D. We implemented our own A* pathfinding class, as well as our grid class, priority queue class, and node class. We learned about the IComparable interface and how to override the CompareTo method to implement our custom ordering policy. We used debug draw functionalities to visualize the grid and path information.

In later chapters, we will see that with Unity3D's NavMesh and NavAgent features, it may not be necessary for you to implement a custom pathfinding algorithm on your own. Nonetheless, having an understanding of a basic pathfinding algorithm gives you a better foundation for getting to grips with many other advanced pathfinding techniques.

In the next chapter, we will look at how to extend the idea behind the A* algorithm as we look at navigation meshes.

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