Search icon CANCEL
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
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

Arrow left icon
Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Arrow right icon
View More author details
Toc

Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Chapter 6: Path Following and Steering Behaviors

In this short chapter, we will implement two Unity3D demos to explore steering behaviors. In the first demo, we will implement a script to make an entity follow a simple path. In the second demo, we will set up a scene with a couple of obstacles and program an entity to reach a target while avoiding the obstacles.

Obstacle avoidance is a fundamental behavior for game characters when moving around and interacting with the game world. However, obstacle avoidance is generally used with other navigation systems (such as pathfinding or crowd simulations). In this chapter, we will use the systems to make sure that we avoid the other agents and reach the target. We will not talk about how fast the character will reach a destination, and we will not calculate the shortest path to the target, as we'll talk about these in the next chapter.

In this chapter, we'll look at the following two fundamental aspects of movement:

    ...
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