With movement and animation working together, we've finally created an agent that resembles more of what we would consider in the game AI. Going forward, we'll expand when and how our agents perform actions that create a robust game AI capable of movement, shooting, interacting, and finally, death.
Now that we've implemented a basic soldier agent, we can take a step back and begin to analyze the environment that agents reside in. In the next chapter, we'll integrate the navigation mesh generation and pathfinding in environments and finally move away from the fixed paths we've been using so far.