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

The hearing function using a collider-based system


In this recipe, we will emulate the sense of hearing by developing two entities: a sound emitter and a sound receiver. It is based on the principles proposed by Millington for simulating a hearing system, and it uses the power of Unity colliders to detect receivers near an emitter.

Getting ready

As with the other recipes based on colliders, we will need collider components attached to every object that is to be checked, and rigid body components attached to either emitters or receivers.

How to do it…

We will create the SoundReceiver class for our agents, and SoundEmitter for things such as alarms:

  1. Create the class for the sound-receiver object:

    using UnityEngine;
    using System.Collections;
    
    public class SoundReceiver : MonoBehaviour
    {
        public float soundThreshold;
    }
  2. Define the function for our own behavior that is handling the reception of sound:

    public virtual void Receive(float intensity, Vector3 position)
    {
        // TODO
        // code your own...