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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 2018!

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Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
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Authors (3):
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Dr. Davide Aversa Dr. Davide Aversa
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Dr. Davide Aversa
Clifford Peters Clifford Peters
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Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 2. Finite State Machines 3. Randomness and Probability 4. Implementing Sensors 5. Flocking 6. Path-Following and Steering Behaviors 7. A* Pathfinding 8. Navigation Mesh 9. Behavior Trees 10. Machine Learning in Unity 11. Putting It All Together 12. Other Books You May Enjoy

Alternative implementation

In this section, we will use the Unity physics engine to simplify the code a bit. In fact, in this example, we will attach a rigidbody component to our boids so that we can use rigidbody properties for the translation and steering behaviors of our boid. The rigidbody component is also useful to prevent our boids from overlapping with each other.

In this implementation, we have two components: the individual boid behavior and the controller behavior (the element that we referred to as the flock controller in the previous section). As before, the controller will be the object that the rest of the boids follow.

The code in the Flock.cs file is as follows:

using UnityEngine; 
using System.Collections; 
using System.Collections.Generic; 
 
public class Flock : MonoBehaviour { 
  internal FlockController controller;

private new Rigidbody rigidbody;

private...
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