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Unity 5.x By Example

Unity 5.x By Example

By : Alan Thorn
3.7 (7)
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Unity 5.x By Example

Unity 5.x By Example

3.7 (7)
By: Alan Thorn

Overview of this book

Unity is an exciting and popular engine in the game industry. Throughout this book, you’ll learn how to use Unity by making four fun game projects, from shooters and platformers to exploration and adventure games. Unity 5 By Example is an easy-to-follow guide for quickly learning how to use Unity in practical context, step by step, by making real-world game projects. Even if you have no previous experience of Unity, this book will help you understand the toolset in depth. You'll learn how to create a time-critical collection game, a twin-stick space shooter, a platformer, and an action-fest game with intelligent enemies. In clear and accessible prose, this book will present you with step-by-step tutorials for making four interesting games in Unity 5 and explain all the fundamental concepts along the way. Starting from the ground up and moving toward an intermediate level, this book will help you establish a strong foundation in making games with Unity 5.
Table of Contents (10 chapters)
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9
Index

Navigation and navigation meshes


The world terrain is now fully created. In reaching this stage, we must now start thinking about the main aims of our project. Specifically, the level should be an AI experiment: we want to create enemy NPC characters that can wander freely around the terrain and will chase and attack the player whenever the player enters their field of view. To achieve this, the level must be properly configured for path-finding, which is considered here.

On thinking about NPC AI and NPC movement around the level, it's clear that the terrain is bumpy and features many hills, mountains, dips, and inclines. For an NPC character to navigate this terrain successfully, many complexities are involved. For example, an NPC cannot simply travel in only straight lines from point A to point B because doing so would cause the NPC to pass through solid objects and terrain. The NPC needs to maneuver intelligently around, under, and over appropriate parts of the terrain, just as human intelligence...

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