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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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Author (1)
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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Summary

In this chapter, we learned how to generate and use NavMeshes to implement pathfinding for our games. First, we studied how to set up different navigation layers with varying costs for pathfinding. Then, using the destination property, we used the Nav Mesh Agent component to find the path and move toward the target. Next, we set up Off Mesh Links to connect the gaps between the NavMeshes using the autogeneration feature and a manual setup with the Off Mesh Link component.

With all this information, we can now easily create simple games with a reasonably complicated AI. For example, you can try to set the destination property of AI tanks to the player's tank's position and make them follow it. Then, using simple FSMs, they can start attacking the player once they reach a certain distance. FSMs have taken us far, but they have their limits. In the next chapter, we will learn about Behavior Trees and how we can use them to make AI decisions in even the most complex...

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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