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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 FREE CHAPTER 2. Finite State Machines 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 waypoints

Next, we will put four Cube game objects at random places. They represent waypoints inside our scene and, therefore, we name them WandarPoints:

WandarPoints

Here is what our WandarPoint object will look like:

WanderPoint properties

Note that we need to tag those points with a tag called WandarPoint. Later, we use this tag when we try to find the waypoints from our tank AI. As you can see in its properties, a waypoint is just a Cube game object with the Mesh Renderer checkbox disabled, and the Box Collider object removed.

We can select the gizmo icon by clicking the small arrow near the object's name in the inspector

We could even use an empty object with a gizmo icon since all we need from a waypoint is its position and the transformation data. However, we're using the Cube objects here so that waypoints are easier to visualize.

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