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

Flocking using Unity's samples


In this section, we'll create our own scene with flocks of objects and implement the flocking behavior in C#. There are two main components in this example: the individual boid behavior and a main controller to maintain and lead the crowd.

Our scene hierarchy is shown in the following screenshot:

The scene hierarchy

As you can see, we have several boid entities, UnityFlock, under a controller named UnityFlockController. The UnityFlock entities are individual boid objects and they'll reference to their parent UnityFlockController entity to use it as a leader. The UnityFlockController entity will update the next destination point randomly once it reaches the current destination point.

The UnityFlock prefab is a prefab with just a cube mesh and a UnityFlock script. We can use any other mesh representation for this prefab to represent something more interesting, like birds.

Mimicking individual behavior

Boid is a term, coined by Craig Reynold, that refers to a bird...