Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Overview of this book

Unity 2017 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. This third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you 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. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is 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'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.
Table of Contents (10 chapters)

Setting up the player tank and aspect

Our Target object is a simple sphere game object with the mesh render removed, so that we end up with only the Sphere Collider.

Look at the following code in the Target.cs file:

using UnityEngine;

public class Target : MonoBehaviour
{
public Transform targetMarker;

void Start (){}

void Update ()
{
int button = 0;

//Get the point of the hit position when the mouse is being clicked
if(Input.GetMouseButtonDown(button))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;

if (Physics.Raycast(ray.origin, ray.direction, out hitInfo))
{
Vector3 targetPosition = hitInfo.point;
targetMarker.position = targetPosition;
}
}
}
}
You'll notice we left in an empty Start method in the...