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

Setting up the scene


Now we have to get a little bit of setup out of the way to start implementing the topics we've discussed. We need to get our scene ready with environment objects, our agents, and some other items to help us see what the code is doing:

  1. Let's create a few walls to block the line of sight from our AI character to the enemy. These will be short but wide cubes grouped under an empty game object called Obstacles.

  2. Add a plane to be used as a floor.

  3. Then, we add a directional light so that we can see what is going on in our scene.

We will be going over this next part in detail throughout the chapter, but basically, we will use a simple tank model for our player, and a simple cube for our AI character. We will also have a Target object to show us where the tank will move to in our scene. Our scene hierarchy will look similar to the following screenshot:

The hierarchy

Now we will position the tank, AI character, and walls randomly in our scene. Increase the size of the plane to something...