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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

Setting up the map

To get started, let's build a simple scene, as shown in the following screenshot. This is the first scene in the example project and is called NavMesh01-Simple.scene. You can use a plane as the ground object and several cube entities as the wall objects:

Figure 8.1 – An image of the NavMesh01-Simple scene, a plane with obstacles

In the following subsections, we will set up the walls as obstacles, bake the NavMesh, and configure the tanks.

Navigation static

Once we add the floor and the obstacles, it is essential to mark them with the Navigation Static tag so that the NavMesh generator knows that they need to be taken into account during the baking process. To do this, select all of the objects, click on the Static button, and choose Navigation Static, as shown in the following screenshot:

Figure 8.2 – The Navigation Static property

Baking the NavMesh

Now that we have completed the scene...

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