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Unity 2017 Game AI Programming - Third Edition

You're reading from   Unity 2017 Game AI Programming - Third Edition Leverage the power of Artificial Intelligence to program smart entities for your games

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Product type Paperback
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Length 254 pages
Edition 3rd Edition
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Author (1):
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Raymundo Barrera Raymundo Barrera
Author Profile Icon Raymundo Barrera
Raymundo Barrera
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Table of Contents (10) Chapters Close

Preface 1. The Basics of AI in Games FREE CHAPTER 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Creating state machine behaviors

Now that we're familiar with the concept of a state machine, let's get our hands dirty and start implementing our very own.

As of Unity 2017.1, state machines are still part of the animation system, but worry not, they are flexible and no animations are actually required to implement them. Don't be alarmed or confused if you see code referencing the Animator component or the AnimationController asset as it's merely a quirk of the current implementation. It's possible that Unity will address this in a later version, but the concepts will likely not change.

Let's fire up Unity, create a new project, and get to it.

Creating the AnimationController asset

The AnimationController...

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