Summary
This chapter introduced 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 example, we can use the sensory system to control the execution of a behavior system or change the state of a Finite State Machine once we have detected 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.