Book Image

Unity 2020 By Example - Third Edition

By : Robert Wells
Book Image

Unity 2020 By Example - Third Edition

By: Robert Wells

Overview of this book

The Unity game engine, used by millions of developers around the world, is popular thanks to its features that enable you to create games and 3D apps for desktop and mobile platforms in no time. With Unity 2020, this state-of-the-art game engine introduces enhancements in Unity tooling, editor, and workflow, among many other additions. The third edition of this Unity book is updated to the new features in Unity 2020 and modern game development practices. Once you’ve quickly got to grips with the fundamentals of Unity game development, you’ll create a collection, a twin-stick shooter, and a 2D adventure game. You’ll then explore advanced topics such as machine learning, virtual reality, and augmented reality by building complete projects using the latest game tool kit. As you implement concepts in practice, this book will ensure that you come away with a clear understanding of Unity game development. By the end of the book, you'll have a firm foundation in Unity development using C#, which can be applied to other engines and programming languages. You'll also be able to create several real-world projects to add to your professional game development portfolio.
Table of Contents (16 chapters)

Summary

Great work! We've now completed the first part of the AI project: constructing a terrain, generating a navigation mesh, and creating a basic waypoint system that an animated chick follows. We hit the ground running by importing 3D models for the terrain and NPC but also extended ourselves by writing a custom first-person controller instead of relying on the controller from the previous chapters.

This is an excellent beginning to simulating intelligence. However, as the project currently stands, there is no way for the chick to decide which action to take at any given moment; it is stuck patrolling in perpetuity. We'll fix this in the next chapter by constructing an FSM with distinct Patrol, Chase, and Attack states. We'll also look at how we can test to see whether the player is in the chick's line of sight using Raycasting. This check will act as a condition to transition between specific states, just as we used the Run parameter as a condition to switch...