Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity’s API or built-in features allows limitless possibilities when it comes to creating your game’s worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

The seeing function using a collider-based system


This is probably the easiest way to simulate vision. We take a collider, be it a mesh or a Unity primitive, and use it as the tool for determining whether or not an object is inside the agent's vision range.

Getting ready

It's important to have a collider component attached to the same game object using the script on this recipe, as well as the other collider-based algorithms in this chapter. In this case, it's recommended that the collider is a pyramid-based one in order to simulate a vision cone. The fewer the polygons, the faster it will be in the game.

How to do it…

We will create a component that is able to see enemies nearby:

  1. Create the Visor component declaring its member variables. It is important to add the following corresponding tags into Unity's configuration:

    using UnityEngine;
    using System.Collections;
    
    public class Visor : MonoBehaviour
    {
        public string tagWall = "Wall";
        public string tagTarget = "Enemy";
        public GameObject...