Book Image

Unity 2018 By Example - Second Edition

Book Image

Unity 2018 By Example - Second Edition

Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (16 chapters)
Unity 2018 By Example - Second Edition
Contributors
Preface
Other Books You May Enjoy
Index

Building an NPC


Now we'll build an NPC character that'll display artificial intelligence. To get started, we'll use the Ethan mesh included in the Unity native companion assets. This can be found in the Project panel under the Standard Assets | Characters | ThirdPersonCharacter | Models folder. From here, drag and drop the Ethan model to the scene and position it on the terrain. We'll refine and edit this model and, eventually, create a prefab from it to represent an NPC character. See Figure 7.25:

Figure 7.25: Starting an NPC character

When adding the Ethan model to the level, ensure that the blue forward vector of the character is pointing forward, facing the direction in which the character is actually looking. If the forward vector is not front-aligned, then create an empty object and align the character model to that as a child object so that the forward vector of the parent is pointing straight ahead, along the character's line of sight. That is, the blue forward vector should align...