Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Creating Intelligent Enemies – Navigation


In Chapters 7, Creating Artificial Intelligence and Chapter 8, Continuing with Intelligent Enemies we saw how to create enemy AI, and we'll apply that knowledge again here to create droids using a simple Finite State Machine (FSM). The droid will be constructed as a Prefab. To start, drag and drop a Droid mesh into the scene. See Figure 10.4:

Figure 10.4: Creating an Enemy Droid

The enemy droid mesh will form part of a more complex object. The mesh itself is a fraction of the whole. To start building the droid enemy, create an empty object, named Enemy, and make the droid mesh a child of it.

Ensure the empty parent has a blue forward axis representing the direction in which the droid is looking. See Figure 10.5:

Figure 10.5: Configuring the Droid Object Hierarchy

Let's add collision and physics data to the object. Add both a RigidBody component and a Box Collider, which roughly approximates the mesh. Ensure the Rigidbody is marked as isKinematic. See...