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

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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.
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Setting up waypoints

By default, the enemy tanks will patrol the game arena. To implement this behavior, we need to specify first the patrolling path. We will explore path following thoroughly in Chapter 6, Path Following and Steering Behaviors. For now, we limit ourselves to a simple waypoints path.

To implement it, we put four Cube game objects at random places. They represent waypoints inside our scene, and therefore, we name each one WanderPoint:

Figure 2.5 – WanderPoint

Here is what our WanderPoint objects look like:

Figure 2.6 – The WanderPoint properties

Note that we need to tag these points with a tag called WanderPoint. Later, we will use this tag when we try to find the waypoints from our tank AI. As you can see in its properties, a waypoint is just a Cube game object with the Mesh Renderer checkbox disabled:

Figure 2.7 – The gizmo selection panel

To show these points in the...

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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