Creating the enemy
With the Object Pool and spawning functionality in place, it's time to create the enemy prefabs that we will spawn into the scene. We'll do this in three steps:
- Creating the initial Prefab, including the visuals and physics
- Implementing navigation in our scene by generating a NavMesh
- Adding attack and chase behavioral states using an FSM
In Chapter 9, Continuing with Intelligent Enemies, we saw how to create enemy AI using an FSM. We'll reuse that functionality here by importing the scripts from the previous project and then extending them by writing our own custom attack and chase state classes.
We'll start by creating the enemy Prefab. By creating the Enemy as a Prefab, we can instantiate as many copies of it as we want during runtime.
Creating the enemy Prefab
The droid will be constructed in the scene, and a Prefab will be created from it. We'll then edit this Prefab using the Prefab Editor to add behavioral...