The seeing function using a collider-based system
This is probably the easiest way to simulate vision. We take a collider, be it a mesh or a Unity primitive, and use it as the tool for determining whether or not an object is inside the agent's vision range.
Getting ready
It's important to have a collider component attached to the same game object using the script on this recipe, as well as the other collider-based algorithms in this chapter. In this case, it's recommended that the collider is a pyramid-based one in order to simulate a vision cone. The fewer the polygons, the faster it will be in the game.
How to do it…
We will create a component that is able to see enemies nearby:
- Create the
Visor
component declaring its member variables. It is important to add the following corresponding tags into Unity's configuration:using UnityEngine; using System.Collections; public class Visor : MonoBehaviour { public string tagWall = "Wall"; public string...