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Hands-On Unity 2022 Game Development

You're reading from   Hands-On Unity 2022 Game Development Learn to use the latest Unity 2022 features to create your first video game in the simplest way possible

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803236919
Length 712 pages
Edition 3rd Edition
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Author (1):
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Nicolas Alejandro Borromeo Nicolas Alejandro Borromeo
Author Profile Icon Nicolas Alejandro Borromeo
Nicolas Alejandro Borromeo
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Table of Contents (23) Chapters Close

Preface 1. Creating a Unity Project FREE CHAPTER 2. Editing Scenes and Game Objects 3. Grayboxing with Terrain and ProBuilder 4. Importing and Integrating Assets 5. Introduction to C# and Visual Scripting 6. Implementing Movement and Spawning 7. Physics Collisions and Health System 8. Win and Lose Conditions 9. Implementing Game AI for Building Enemies 10. Materials and Effects with URP and Shader Graph 11. Visual Effects with Particle Systems and Visual Effect Graph 12. Lighting Using the Universal Render Pipeline 13. Full-Screen Effects with Post-Processing 14. Sound and Music Integration 15. User Interface Design 16. Creating a UI with the UI Toolkit 17. Creating Animations with Animator, Cinemachine, and Timeline 18. Optimization with Profiler, Frame Debugger, and Memory Profiler 19. Generating and Debugging an Executable 20. Augmented Reality in Unity 21. Other Books You May Enjoy
22. Index

Executing FSM actions

Now we need to complete the last step—make the FSM do something interesting. Here, we can do a lot of things such as shoot the base or the player and move the enemy toward its target (the base or the player). We will be handling movement with the Unity Pathfinding system called NavMesh, a tool that allows our AI to calculate and traverse paths between two points while avoiding obstacles, which needs some preparation to work properly.

In this section, we will examine the following FSM action concepts:

  • Calculating our scene’s NavMesh
  • Using Pathfinding
  • Adding final details

Let’s start by preparing our scene for movement with Pathfinding.

Calculating our scene’s NavMesh

Pathfinding algorithms rely on simplified versions of the scene. Analyzing the full geometry of a complex scene is almost impossible to do in real time. There are several ways to represent Pathfinding information extracted from...

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