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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

By : Dr. Davide Aversa
4.8 (4)
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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

4.8 (4)
By: Dr. Davide Aversa

Overview of this book

Developing artificial intelligence (AI) for game characters in Unity has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from basic techniques to cutting-edge machine learning-powered agents. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating game worlds and characters. The updated fifth edition of Unity Artificial Intelligence Programming starts by breaking down AI into simple concepts. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts and features related to game AI in Unity. As you progress, you’ll learn how to implement a finite state machine (FSM) to determine how your AI behaves, apply probability and randomness to make games less predictable, and implement a basic sensory system. Later, you’ll understand how to set up a game map with a navigation mesh, incorporate movement through techniques such as A* pathfinding, and provide characters with decision-making abilities using behavior trees. By the end of this Unity book, you’ll have the skills you need to bring together all the concepts and practical lessons you’ve learned to build an impressive vehicle battle game.
Table of Contents (17 chapters)
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1
Part 1:Basic AI
6
Part 2:Movement and Navigation
11
Part 3:Advanced AI

Setting up a scene with slopes

Let's build a scene with some slopes, like this:

Figure 8.8 – Scene with slopes-NavMesh02-Slope.scene

One important thing to note is that the slopes and the wall should be in contact. If we want to use NavMeshes, objects need to be perfectly connected. Otherwise, there'll be gaps in the NavMesh, and the Agents will not be able to find the path anymore. There's a feature called Off Mesh Link generation to solve similar problems, but we will look at Off Mesh Links in the Using Off Mesh Links section later in this chapter. For now, let's concentrate on building the slope:

  1. Make sure to connect the slope properly:

Figure 8.9 – A well-connected slope

  1. We can adjust the Max Slope property in the Navigation window's Bake tab according to the level of slope in our scenes that we want to allow the Agents to travel. We'll use 45 degrees here. If your slopes...

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