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 towers


In the sample project for this chapter, you'll find a Tower prefab in the Prefabs folder. The tower itself is quite simple; it's just a group of primitives arranged to look like a cannon, as you can see in the following screenshot:

Our beautiful primitive shape tower

The barrel of the gun is affixed to the spherical part of the tower. The gun can rotate freely on its axis when tracking the player so that it can fire in the direction of its target, but it is immobile in any other way. Once the tank gets far enough away, the tower cannot chase it or reposition itself.

In the sample scene, there are several towers placed throughout the level. As they are prefabbed, it's very easy to duplicate towers, move them around, and reuse them between the levels. Their setup is not terribly complicated either. Their hierarchy looks similar to the following screenshot:

The Tower hierarchy in the inspector

The breakdown of the hierarchy is as follows:

  • Tower: Technically, this is the base...