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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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Toc

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

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. Touch detects whether the enemy aspect has collided with the Box Collider around the character. As we have seen previously, our player's tank has the Player aspect. Consequently, these senses are triggered when they detect the player's tank.

For now, let's look at the script we use to move the NPCs around:

using UnityEngine;
using System.Collections;
public class Wander : MonoBehaviour { 
    private Vector3 tarPos;
    [SerializeField]
    private float movementSpeed = 5.0f;
    [SerializeField]
    private float rotSpeed = 2.0f;
    [SerializeField]
    private float minX = -45.0f;
   ...
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