Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. 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 practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Representing the world with points of visibility


This is another widely-used technique for world representation based on points located throughout the valid area of navigation, whether manually placed or automated via scripting. We'll be using manually-placed points connected automatically via scripting.

Getting ready

Just like the previous representation, it's important to have several things in order before continuing:

  • Having the Edge class prepended to the Graph class in the same file

  • Defining the GetEdges function in the Graph class

  • Having the Vertex class

Note

The vertex objects in the scene must have a collider component attached to them, as well as the Vertex tag assigned. It's recommended for them to be unitary Sphere primitives.

How to do it...

We'll be creating the graph representation class as well as a custom Vertex class:

  1. Create the VertexVisibility class deriving from Vertex:

    using UnityEngine;
    using System.Collections.Generic;
    
    public class VertexVisibility : Vertex
    {
        void Awake...