Book Image

Unity AI Game Programming - Second Edition

By : Raymundo Barrera, Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe
Book Image

Unity AI Game Programming - Second Edition

By: Raymundo Barrera, Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe

Overview of this book

<p>Unity 5 provides game and app developers with a variety of tools to implement artificial intelligence. 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. Whether you are developing traditional, serious, educational, or any other kind of game, understanding how to apply artificial intelligence can take the fun-factor to the next level!</p> <p>This book helps you break down artificial intelligence into simple concepts to give the reader a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Along the way, several tips and tricks are included to make the development of your own AI easier and more efficient.</p> <p>Starting from covering the basic essential concepts to form a base for the later chapters in the book, you will learn to distinguish the state machine pattern along with implementing your own. This will be followed by learning how to implement a basic sensory system for your AI agent and coupling it with a finite state machine (FSM). Next you will be taught how to use Unity’s built-in NavMesh feature and implement your own A* pathfinding system. Then you will learn how to implement simple flocks and crowd’s dynamics, the key AI concepts. Then moving on you will learn how a behavior tree works and its implementation. Next you will learn adding layer of realism by combining fuzzy logic concepts with state machines. Lastly, you learn applying all the concepts in the book by combining them in a simple tank game.</p>
Table of Contents (15 chapters)
Unity AI Game Programming Second Edition
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Creating the enemy tank


Let's go ahead and create an animator controller in your assets folder. This will be your enemy tank's state machine. Call it EnemyFsm.

This state machine will drive the tank's basic actions. As described earlier, in our example, the enemy can patrol, chase, and shoot the player. Let's go ahead and set up our state machine. Select the EnemyFsm asset and open up the Animator window.

Now, we'll go ahead and create three empty states that will conceptually and functionally represent our enemy tank's states. Name them Patrol, Chase, and Shoot. Once they are created and named, we'll want to make sure we have the correct default state assigned. At the moment, this will vary depending on the order in which you created and named the states, but we want the Patrol state to be the default state, so right-click on it and select Set as Layer Default State. Now it is colored orange and the Entry state is connected to it.

Choosing transitions

At this point, we have to make some design...