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

Building an air-hockey rival


Air hockey is probably one of the most popular games enjoyed by players of all ages during the golden age of arcades, and they are still found everywhere. With the advent of touchscreen mobile devices, developing an air-hockey game is a fun way to not only test physics engines, but also to develop intelligent rivals despite the apparently low complexity of the game.

Getting ready

This is a technique based on some of the algorithms that we learned in Chapter 1, Movement, such as Seek, Arrive, and Leave, and the ray casting knowledge that is employed in several other recipes, such as path smoothing.

It is necessary for the paddle game object to be used by the agent to have the AgentBehaviour, Seek, and Leave components attached, as it is used by the current algorithm. Also, it is important to tag the objects used as walls, that is, the ones containing the box colliders, as seen in the following figure:

Finally, it is important to create an enum type for handling the...