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 a self-made navigation mesh


Sometimes, a custom navigation mesh is necessary for dealing with difficult situations such as different types of graphs, but placing the graph's vertices manually is troublesome because it requires a lot of time to cover large areas.

We will learn how to use a model's mesh in order to generate a navigation mesh based on its triangles' centroids as vertices, and then leverage the heavy lifting from the previous recipe we learned.

Getting ready

This recipe requires some knowledge of custom editor scripting and understanding and implementing the points of visibility in the graph representation. Also, it is worth mentioning that the script instantiates a CustomNavMesh game object automatically in the scene and requires a prefab assigned, just like any other graph representation.

Finally, it's important to create the following class, deriving from GraphVisibility:

using UnityEngine;
using System.Collections;
using System.Collections.Generic...