Book Image

Unity 5.x Cookbook

Book Image

Unity 5.x Cookbook

Overview of this book

Unity 5 is a flexible and intuitive multiplatform game engine that is becoming the industry's de facto standard. Learn to craft your own 2D and 3D computer games by working through core concepts such as animation, audio, shaders, GUI, lights, cameras, and scripting to create your own games with one of the most important and popular engines in the industry. Completely re-written to cover the new features of Unity 5, this book is a great resource for all Unity game developers, from those who have recently started using Unity right up to game development experts. The first half of the book focuses on core concepts of 2D game design while the second half focuses on developing 3D game development skills. In the first half, you will discover the new GUI system, the new Audio Mixer, external files, and animating 2D characters in 2D game development. As you progress further, you will familiarize yourself with the new Standard Shaders, the Mecanim system, Cameras, and the new Lighting features to hone your skills towards building 3D games to perfection. Finally, you will learn non-player character control and explore Unity 5's extra features to enhance your 3D game development skills.
Table of Contents (20 chapters)
Unity 5.x Cookbook
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

NPC NavMeshAgent to seek or flee destination while avoiding obstacles


The introduction of Unity's NavMeshAgent has greatly simplified the coding for NPC and enemy agent behaviors. In this recipe, we'll add some wall (scaled cubes) obstacles, and generate a NavMesh, so that Unity knows not to try to walk through the walls. We then add a NavMeshAgent component to our NPC GameObject, and tell it to head to a stated destination location by intelligently planning and following a path, while avoiding the wall obstacles.

In the next screenshot, we can see in the Scene panel the squares that represent potential points on the path. We can also see lines showing the current temporary direction and destination around the current obstacle.

When the Navigation panel is visible, then the Scene panel displays the blue-shaded walkable areas, and unshaded, non-walkable areas at the edge of the terrain and around each of the two wall objects.

Getting ready

This recipe builds upon the player-controlled 3D cube...