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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

Navigation mesh

Next, we'll learn how to use Unity's built-in navigation mesh generator that can make pathfinding for AI agents a lot easier. Early in the Unity 5.x cycle, NavMesh was made available to all users, including personal edition licensees, whereas it was previously a Unity Pro-only feature. Before the release of 2017.1, the system was upgraded to allow a component-based workflow, but as it requires an additional downloadable package that, at the time of writing is only available as a preview, we will stick to the default scene-based workflow. Don't worry, the concepts carry over, and when the final implementation eventually makes its way to 2017.x, there shouldn't be drastic changes.

For more information on Unity's NavMesh component system, head over to GitHub: https://github.com/Unity-Technologies/NavMeshComponents.

Now, we will dive in and...

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