Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By : Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By: Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters

Overview of this book

Developing Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the basic techniques to cutting-edge machine learning-powered agents. 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 fourth edition with Unity will help you break down AI into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts and features related to game AI in Unity. Further on, you'll learn how to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next, you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You'll then learn how to implement simple ?ocks and crowd dynamics, which are key AI concepts in Unity. Moving on, you'll learn how to implement a behavior tree through a game-focused example. Lastly, you'll apply all the concepts in the book to build a popular game.
Table of Contents (13 chapters)

The player's tank

Before writing the script for our player's tank, let's take a look at how we set up the PlayerTank game object. Our Tank object is a simple Mesh with the Rigidbody and Box Collider components. The Tank object is composed of two separate meshes, Tank and Turret, such that Turret is a child of Tank. This structure allows for the independent rotation of the Turret object using the mouse movement and, at the same time, will follow automatically the Tank body wherever it goes. Then, we create an empty game object for our SpawnPoint transform. We use it as a reference position point when shooting a bullet. Finally, for the player's Tank, we need to assign the Player tag to our Tank object. Now let's take a look at the controller class:

Our tank entity

The player's Tank is controlled by the PlayerTankController class. We are using the...