Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Unity 2017 Game AI Programming - Third Edition - Third Edition

You're reading from  Unity 2017 Game AI Programming - Third Edition - Third Edition

Product type Book
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Pages 254 pages
Edition 3rd Edition
Languages

Table of Contents (10) Chapters

Preface 1. The Basics of AI in Games 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Creating an AI character

Our NPC will be roaming around the scene in a random direction. It'll have the following two senses:

  • The perspective sense will check whether the tank aspect is within a set visible range and distance
  • The touch sense will detect if the enemy aspect has collided with its box collider, which we'll be adding to the tank in a later step

Because our player tank will have the PLAYER aspect type, the NPC will be looking for any aspectType not equal to its own.

The code in the Wander.cs file is as follows:

using UnityEngine;

public class Wander : MonoBehaviour {
private Vector3 targetPosition;

private float movementSpeed = 5.0f;
private float rotationSpeed = 2.0f;
private float targetPositionTolerance = 3.0f;
private float minX;
private float maxX;
private float minZ;
private float maxZ;

void Start() {
minX = -45.0f...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime}