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Unity Certified Programmer: Exam Guide

You're reading from   Unity Certified Programmer: Exam Guide Expert tips and techniques to pass the Unity certification exam at the first attempt

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781838828424
Length 762 pages
Edition 1st Edition
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Author (1):
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Philip Walker Philip Walker
Author Profile Icon Philip Walker
Philip Walker
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Table of Contents (17) Chapters Close

Preface 1. Setting Up and Structuring Our Project 2. Adding and Manipulating Objects FREE CHAPTER 3. Managing Scripts and Taking a Mock Test 4. Applying Art, Animation, and Particles 5. Creating a Shop Scene for Our Game 6. Purchasing In-Game Items and Advertisements 7. Creating a Game Loop and Mock Test 8. Adding Custom Fonts and UI 9. Creating a 2D Shop Interface and In-Game HUD 10. Pausing the Game, Altering Sound, and a Mock Test 11. Storing Data and Audio Mixer 12. NavMesh, Timeline, and a Mock Test 13. Effects, Testing, Performance, and Alt Controls 14. Full Unity Programmer Mock Exam 15. Other Books You May Enjoy Appendix

Developing AI with NavMesh

In this section, we are going to introduce a new enemy that will attempt to flee with frenzy-type behavior from our player's ship. This enemy's behavior will be implemented with the use of Unity's built-in NavMesh functionality.

As you can imagine, this built-in feature from Unity could answer a lot of problems with regard to games with NPCs, similar to ones in the Metal Gear Solidgame, where the player has to sneak around and not get detected by the enemy soldiers.

NavMesh gives the enemy soldiers a path to walk around, and then if they see the player, their behavior changes from Patrolling to Attack.

So, with our game, we are going to implement NavMesh but make it so that our enemies react differently to how they would in Metal Gear Solid. We will add multiple flee enemies in clusters to our third level scene. This chaotic, distracting behavior will make the final level more challenging for our players.

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