Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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!

Arrow left icon
Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
Languages
Tools
Arrow right icon
Authors (3):
Arrow left icon
Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Clifford Peters Clifford Peters
Author Profile Icon Clifford Peters
Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI 2. Finite State Machines FREE CHAPTER 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

AI characters

In this example, the AI characters roam around the scene in a random direction. They have two senses: Sight and Touch. The Sight sense checks whether the enemy aspect is within a set visible range and distance. The Touch sense, instead, detects if the enemy aspect has collided with the box collider around the character. As we have seen previously, our player tank has the Enemy aspect. Consequently, these senses are triggered when they detect the player tank.

For now, let's look at the script we use to move the NPCs around. The following is the code in the Wander.cs file:

using UnityEngine; 
using System.Collections; 
 
public class Wander : MonoBehaviour { 
  private Vector3 tarPos; 
 
  private float movementSpeed = 5.0f; 
  private float rotSpeed = 2.0f; 
  private float minX, maxX, minZ, maxZ; 
 
  // Use this for initialization 
  void Start () { 
    minX...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image