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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

AI characters

In this example, the AI characters roam around the scene in a random direction. They have two senses: Sight and Touch. The Sight sense checks whether the enemy aspect is within a set visible range and distance. The Touch sense, instead, detects if the enemy aspect has collided with the box collider around the character. As we have seen previously, our player tank has the Enemy aspect. Consequently, these senses are triggered when they detect the player tank.

For now, let's look at the script we use to move the NPCs around. The following is the code in the Wander.cs file:

using UnityEngine; 
using System.Collections; 
 
public class Wander : MonoBehaviour { 
  private Vector3 tarPos; 
 
  private float movementSpeed = 5.0f; 
  private float rotSpeed = 2.0f; 
  private float minX, maxX, minZ, maxZ; 
 
  // Use this for initialization 
  void Start () { 
    minX...
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