This chapter introduces the concept of using sensors in implementing game AI, and we implemented two senses, Sight and Touch, for our AI character. The sensory system is just the first element of the decision-making system of a whole AI system. For instance, we can use the sensory system in combination with a behavior system to execute certain behaviors for certain senses, or we can use an FSM to change from the patrol state to chase and attack states once we have detected that there's an enemy within the AI's line of sight.
We will cover how to apply behavior tree systems in Chapter 9, Behavior Trees. In the meantime, in the next chapter, we'll look at how to implement flocking behaviors in Unity3D, as well as how to implement Craig Reynold's flocking algorithm.