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You're reading from  Unity 5.x Game AI Programming Cookbook

Product typeBook
Published inMar 2016
PublisherPackt
ISBN-139781783553570
Edition1st Edition
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Author (1)
Jorge Palacios
Jorge Palacios
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Jorge Palacios

Jorge Palacios is a software and game developer with a BS in computer science and eight years of professional experience. He's been developing games for the last five years in different roles, from tool developer to lead programmer. Mainly focused on artificial intelligence and gameplay programming, he is currently working with Unity and HTML5. He's also a game-programming instructor, speaker, and game-jam organizer.
Read more about Jorge Palacios

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Avoiding walls


This technique aims at imitating our capacity to evade walls by considering a safety margin, and creating repulsion from their surfaces when that gap is broken.

Getting ready

This technique uses the RaycastHit structure and the Raycast function from the physics engine, so it's recommended that you take a refresher on the docs in case you're a little rusty on the subject.

How to do it...

Thanks to our previous hard work, this recipe is a short one:

  1. Create the AvoidWall behavior derived from Seek:

    using UnityEngine;
    using System.Collections;
    
    public class AvoidWall : Seek
    {
        // body
    }
  2. Include the member variables for defining the safety margin, and the length of the ray to cast:

    public float avoidDistance;
    public float lookAhead;
  3. Define the Awake function to set up the target:

    public override void Awake()
    {
        base.Awake();
        target = new GameObject();
    }
  4. Define the GetSteering function for the following steps:

    public override Steering GetSteering()
    {
        // body
    }
  5. Declare and set the variable needed for ray casting:

    Steering steering = new Steering();
    Vector3 position = transform.position;
    Vector3 rayVector = agent.velocity.normalized * lookAhead;
    Vector3 direction = rayVector;
    RaycastHit hit;
  6. Cast the ray and make the proper calculations if a wall is hit:

    if (Physics.Raycast(position, direction, out hit, lookAhead))
    {
        position = hit.point + hit.normal * avoidDistance;
        target.transform.position = position;
        steering = base.GetSteering();
    }
    return steering;

How it works...

We cast a ray in front of the agent; when the ray collides with a wall, the target object is placed in a new position taking into consideration its distance from the wall and the safety distance declared and delegating the steering calculations to the Seek behavior; this creates the illusion of the agent avoiding the wall.

There's more...

We could extend this behavior by adding more rays, like whiskers, in order to get better accuracy. Also, it is usually paired with other movement behaviors, such as Pursue, using blending.

The original ray cast and possible extensions for more precise wall avoidance

See also

For further information on the RaycastHit structure and the Raycast function, please refer to the official documentation available online at:

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Published in: Mar 2016Publisher: PacktISBN-13: 9781783553570
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Author (1)

author image
Jorge Palacios

Jorge Palacios is a software and game developer with a BS in computer science and eight years of professional experience. He's been developing games for the last five years in different roles, from tool developer to lead programmer. Mainly focused on artificial intelligence and gameplay programming, he is currently working with Unity and HTML5. He's also a game-programming instructor, speaker, and game-jam organizer.
Read more about Jorge Palacios