Book Image

Unity 5.x By Example

By : Alan Thorn
Book Image

Unity 5.x By Example

By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (15 chapters)
Unity 5.x By Example
About the Author
About the Reviewer

An overview of Finite State Machines

To create the AI for an NPC object, in addition to the line of sight code that we already have, we need to use Finite State Machines (FSMs). An FSM is not a thing or feature of Unity, nor is it a tangible aspect of the C# language. Rather, an FSM is a concept, framework, or idea that we can apply in code to achieve specific AI behaviors. It comes from a specific way of thinking about intelligent characters. Specifically, we can summarize the NPC for our level as existing within one of three possible states at any one time. These are patrol (when the enemy is wandering around), chase (when the enemy is running after the player), and attack (when the enemy has reached the player and is attacking). Each of these modes is a State and requires a unique and specific behavior and the enemy can be in only one of these three states at any one time. The enemy cannot, for example, be patrolling and chasing simultaneously or patrolling and attacking, because this...