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Unity 2022 by Example

You're reading from  Unity 2022 by Example

Product type Book
Published in Jun 2024
Publisher Packt
ISBN-13 9781803234595
Pages 596 pages
Edition 1st Edition
Languages
Author (1):
Scott H. Cameron Scott H. Cameron
Profile icon Scott H. Cameron
Toc

Table of Contents (23) Chapters close

Preface 1. Part 1: Introduction to Unity
2. Chapter 1: Foundational Knowledge of Unity 2022 3. Part 2: 2D Game Design
4. Chapter 2: Creating a 2D Collection Game 5. Chapter 3: Completing the Collection Game 6. Part 3: 2D Game Design Continued
7. Chapter 4: Creating a 2D Adventure Game 8. Chapter 5: Continuing the Adventure Game 9. Chapter 6: Introduction to Object Pooling in Unity 2022 10. Chapter 7: Polishing the Player’s Actions and Enemy Behavior 11. Chapter 8: Extending the Adventure Game 12. Chapter 9: Completing the Adventure Game 13. Part 4: 3D Game Design
14. Chapter 10: Creating a 3D First Person Shooter (FPS) 15. Chapter 11: Continuing the FPS Game 16. Chapter 12: Enhancing the FPS Game with Audio 17. Part 5: Enhancing and Finishing Games
18. Chapter 13: Implementing AI with Sensors, Behavior Trees, and ML-Agents 19. Chapter 14: Entering Mixed Reality with the XR Interaction Toolkit 20. Chapter 15: Finishing Games with Commercial Viability 21. Index 22. Other Books You May Enjoy

Summary

In this chapter, we refactored our game’s enemy NPCs from 2D to 3D environments while still using waypoints but also leveraging Unity’s NavMesh system for AI navigation. We also improved our NPCs’ behavior complexity by enabling them to interact with the player and the environment more realistically by using sensors – the effect of which is to challenge players more engagingly.

We continued discussing dynamic enemy behavior by incorporating our sensors as conditions within BTs. We completed our advanced AI discussion with an introduction to ML by using Unity’s ML-Agents, enabling NPCs that can learn and evolve, allowing us to integrate advanced AI-based gameplay into our games for remarkable player experiences.

In the next chapter, we’ll finish things up with the 3D FPS game by creating a classic boss room battle in mixed reality (MR). Additionally, you will learn how to design a challenging boss room and its mechanics quickly...

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