Book Image

Unity 2020 By Example - Third Edition

By : Robert Wells
Book Image

Unity 2020 By Example - Third Edition

By: Robert Wells

Overview of this book

The Unity game engine, used by millions of developers around the world, is popular thanks to its features that enable you to create games and 3D apps for desktop and mobile platforms in no time. With Unity 2020, this state-of-the-art game engine introduces enhancements in Unity tooling, editor, and workflow, among many other additions. The third edition of this Unity book is updated to the new features in Unity 2020 and modern game development practices. Once you’ve quickly got to grips with the fundamentals of Unity game development, you’ll create a collection, a twin-stick shooter, and a 2D adventure game. You’ll then explore advanced topics such as machine learning, virtual reality, and augmented reality by building complete projects using the latest game tool kit. As you implement concepts in practice, this book will ensure that you come away with a clear understanding of Unity game development. By the end of the book, you'll have a firm foundation in Unity development using C#, which can be applied to other engines and programming languages. You'll also be able to create several real-world projects to add to your professional game development portfolio.
Table of Contents (16 chapters)

Creating the Agent

The monster will be a learning Agent. Over time, it will get better at moving around the environment, avoiding rocks, and seeking out food. We've laid the groundwork to make this possible. It is now time to create and configure the Agent. Creating a learning Agent involves three steps:

  • Configure behavior parameters: These parameters define what the output of the neural network will look like, among other things.
  • Configure the input into the neural network: This is a crucial step. The input of the network can make a huge difference in how quickly our Agent will learn, and even what our Agent will learn.
  • Write a script that will handle the output of the neural network: This step converts the output from the network into the Agent's movement.

We'll start by configuring the behavior parameters as the other two steps require this.

Configuring the Agent's behavior

Every learning Agent requires a Behavior Parameters component...