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You're reading from  Unity Artificial Intelligence Programming - Fifth Edition

Product typeBook
Published inMar 2022
Reading LevelBeginner
PublisherPackt
ISBN-139781803238531
Edition5th Edition
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Dr. Davide Aversa
Dr. Davide Aversa
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Dr. Davide Aversa

Dr. Davide Aversa holds a PhD in Artificial Intelligence (AI) and an MSc in AI and robotics from the University of Rome La Sapienza in Italy. He has a strong interest in AI for the development of interactive virtual agents and procedural content generation. He has served as a program committee member for video game-related conferences such as the IEEE conference on computational intelligence and games, and he also regularly participates in game-jam contests. He also writes a blog on game design and game development.
Read more about Dr. Davide Aversa

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Baking navigation areas with different costs

In games with complex environments, we usually have areas that are harder to traverse than others. For example, crossing a lake with a bridge is less challenging than crossing it without a bridge. To simulate this, we want to make crossing the lake more costly than using a bridge. This section will look at navigation areas that define different layers with different navigation cost values.

For this, we build a scene, as shown in Figure 8.11. Three planes represent two ground planes separated by a water plane and connected by a bridge-like structure. As you can see, crossing over the water plane is the most direct way to traverse the lake; however, passing through the water costs more than using the bridge and, therefore, the pathfinding algorithm will prefer the bridge to the water:

Figure 8.11 – Scene with layers – NavMesh03-Layers.scene

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Unity Artificial Intelligence Programming - Fifth Edition
Published in: Mar 2022Publisher: PacktISBN-13: 9781803238531

Author (1)

author image
Dr. Davide Aversa

Dr. Davide Aversa holds a PhD in Artificial Intelligence (AI) and an MSc in AI and robotics from the University of Rome La Sapienza in Italy. He has a strong interest in AI for the development of interactive virtual agents and procedural content generation. He has served as a program committee member for video game-related conferences such as the IEEE conference on computational intelligence and games, and he also regularly participates in game-jam contests. He also writes a blog on game design and game development.
Read more about Dr. Davide Aversa