Book Image

Hands-On Unity 2020 Game Development

By : Nicolas Alejandro Borromeo
Book Image

Hands-On Unity 2020 Game Development

By: Nicolas Alejandro Borromeo

Overview of this book

Over the years, the Unity game engine has extended its scope from just being about creating video games to building AR/VR experiences, complex simulations, real-time realistic rendering, films, and serious games for training and education. Its features for implementing gameplay, graphics, and customization using C# programming make Unity a comprehensive platform for developing professional-level, rich experiences. With this book, you'll be able to build impressive Unity projects in a step-by-step manner and apply your knowledge of Unity concepts to create a real-world game. Complete with hands-on tutorials and projects, this easy-to-follow guide will show you how to develop your first complete game using a variety of Unity tools. As you make progress, you'll learn how to make the most of the Unity Editor and create scripts using the C# programming language. This Unity game development book will then take you through integrating graphics, sound, and animations and manipulating physics to create impressive mechanics for your games. You'll also learn how to code a simple AI agent to challenge the user and use profiling tools to ensure that the code runs in a performant way. Finally, you'll get to grips with Unity's AR Foundation for creating AR experiences for 3D apps and games. By the end of this book, you'll have developed a complete game and will have built a solid foundation using Unity's tooling ecosystem to develop game projects of any scale.
Table of Contents (24 chapters)
20
Chapter 20: Building the Project

Making decisions with FSMs

We explored the concept of FSMs in the past when we used them in the Animator. We learned that an FSM is a collection of states, each one representing an action that an Object can be executing at a time, and a set of transitions that dictates how the states are switched. This concept is not only used in Animation but in a myriad of programming scenarios, and one of the common ones is in AI. We can just replace the animations with AI code in the states and we have an AI FSM.

In this section, we will examine the following AI FSM concepts:

  • Creating the FSM
  • Creating transitions

Let's start creating our FSM skeleton.

Creating the FSM

To create our own FSM, we need to recap some basic concepts. Remember that an FSM can have a state for each possible action it can execute and that only one can be executed at a time. In terms of AI, we can be Patrolling, Attacking, Fleeing, and so on. Also, remember that there are transitions between...