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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

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Chapter 8: Navigation Mesh

As we saw in Chapter 7, A* Pathfinding, the most critical decision in pathfinding is how to represent the scene's geometry. The AI agents need to know where the obstacles are, and it is our job as AI designers to provide the best representation we can to the pathfinding algorithm. Previously, we created a custom representation by dividing the map into a 2D grid, and then we implemented a custom pathfinding algorithm by implementing A* using that representation. But wouldn't it be awesome if Unity could do all that for us?

Fortunately, Unity can do this using Navigation Meshes (NavMeshes). While in the previous 2D representation, we divided the world into perfect squares, with NavMeshes, we will divide the world using arbitrary convex polygons. This representation has two exciting advantages: first, every polygon can be different, and therefore we can use a small number of big polygons for vast open areas and many smaller polygons for very crowded...

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