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Unity 2022 by Example

You're reading from   Unity 2022 by Example A project-based guide to building 2D and 3D games, enhanced for AR, VR, and MR experiences

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Product type Paperback
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Length 596 pages
Edition 1st Edition
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Author (1):
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Scott H. Cameron Scott H. Cameron
Author Profile Icon Scott H. Cameron
Scott H. Cameron
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Table of Contents (23) Chapters Close

Preface 1. Part 1: Introduction to Unity
2. Chapter 1: Foundational Knowledge of Unity 2022 FREE CHAPTER 3. Part 2: 2D Game Design
4. Chapter 2: Creating a 2D Collection Game 5. Chapter 3: Completing the Collection Game 6. Part 3: 2D Game Design Continued
7. Chapter 4: Creating a 2D Adventure Game 8. Chapter 5: Continuing the Adventure Game 9. Chapter 6: Introduction to Object Pooling in Unity 2022 10. Chapter 7: Polishing the Player’s Actions and Enemy Behavior 11. Chapter 8: Extending the Adventure Game 12. Chapter 9: Completing the Adventure Game 13. Part 4: 3D Game Design
14. Chapter 10: Creating a 3D First Person Shooter (FPS) 15. Chapter 11: Continuing the FPS Game 16. Chapter 12: Enhancing the FPS Game with Audio 17. Part 5: Enhancing and Finishing Games
18. Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents 19. Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit 20. Chapter 15: Finishing Games with Commercial Viability 21. Index 22. Other Books You May Enjoy

Refactoring the 2D enemy systems to 3D with NavMesh

In this chapter, the goal is to guide you through the comprehensive process of bringing this hovering adversary to life, turned against us by the evil plant entity invading our systems. Its mission is to patrol the corridors of the habitat station to prevent the player from eradicating the infestation and getting back to Kryk’zylx normalcy (whatever that is).

Figure 13.1 – Enemy hover bot on patrol

Figure 13.1 – Enemy hover bot on patrol

Way back in Chapter 8, for our 2D game, we solved the problem of enemy NPC navigation by using a simple patrol waypoint behavior where the enemy robot moves between two waypoints in 2D space – a left and a right.

Well, we’re going to do something similar here. However, because we’re now working in 3D space and have a more complex floor plan to navigate, we’ll still set up a patrol path using waypoints. Still, we’ll now use Unity’s AI Navigation package...

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