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Unity 2018 By Example

Unity 2018 By Example

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Unity 2018 By Example

Unity 2018 By Example

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Overview of this book

Unity is the most exciting and popular engine used for developing games. With its 2018 release, Unity has become the primary source of both game development and virtual reality content. In Unity 2018 By Example, you’ll learn how to use Unity in order to make amazing games from popular genres - from action shooters to mind-bending puzzle games to adventure and Virtual Reality (VR) games. Even if you have no previous experience of using Unity, this book will help you understand the toolsets it provides in depth. In addition to this, you'll understand how to create time-critical collection games, twin-stick space shooters, platformers, and action-fest games with intelligent enemies. Finally, you'll get to grips with creating VR games with the new toolsets introduced by Unity to help you develop amazing VR experiences. To make things easier, you will be provided with step-by-step tutorials for making five great games in Unity 2018, along with a detailed explanation of all the fundamental concepts. By the end of this book, you’ll have established a strong foundation in making games with Unity 2018.
Table of Contents (14 chapters)
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13
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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