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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

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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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

Avoiding obstacles

In this section, we explore obstacle avoidance. As a first step, we need, of course, obstacles. So, we set up a scene similar to the one shown in Figure 6.6. Then, we create a script for the main character to avoid obstacles while trying to reach the target point. The algorithm presented here uses the raycasting method, which is very straightforward. However, this means it can only avoid obstacles that are blocking its path directly in front of it:

Figure 6.6 – A sample scene setup

We make a few cube entities and group them under an empty game object called Obstacles to create the environment. We also create another cube object called Vehicle and give it the obstacle avoidance script. Finally, we create a plane object representing the ground.

Figure 6.7 – Here is the structure of the scene's Hierarchy

It is worth noting that the Vehicle object does not perform pathfinding, that is, the active search...

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