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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 2. Finite State Machines FREE CHAPTER 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

Setting up the scene

We are going to set up a scene that looks like the following screenshot:

Our sample test scene with obstacles

Let's follow a step-by-step procedure to do this:

  1. We will create a directional light, the start and end game objects, a few obstacle objects, a plane entity to be used as ground, and two empty game objects in which we put the GridManager and TestAStar scripts. After this step, our scene hierarchy should be like this:
The demo scene hierarchy
  1. We will create a bunch of cube entities and tag them as Obstacle. The GridManager will look for objects with this tag when it creates the grid world representation:
The Obstacle nodes seen in the inspector
  1. We then create a cube entity and tag it as Start:
The Start node seen in the inspector
  1. Then, we create another cube entity and tag it as End:
The End node seen in the inspector
  1. We will create...
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