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Unity 2018 Cookbook

Unity 2018 Cookbook

By : Matt Smith, Francisco Queiroz
3.7 (3)
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Unity 2018 Cookbook

Unity 2018 Cookbook

3.7 (3)
By: Matt Smith, Francisco Queiroz

Overview of this book

With the help of the Unity 2018 Cookbook, you’ll discover how to make the most of the UI system and understand how to animate both 2D and 3D characters and game scene objects using Unity's Mecanim animation toolsets. Once you’ve got to grips with the basics, you will familiarize yourself with shaders and Shader Graphs, followed by understanding the animation features to enhance your skills in building fantastic games. In addition to this, you will discover AI and navigation techniques for nonplayer character control and later explore Unity 2018’s newly added features to improve your 2D and 3D game development skills. This book provides many Unity C# gameplay scripting techniques. By the end of this book, you'll have gained comprehensive knowledge in game development with Unity 2018.
Table of Contents (22 chapters)
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NPC to travel to destination while avoiding obstacles

The introduction of Unity's NavMeshAgent has greatly simplified the coding for NPC (Non-Player Character) and enemy agent behaviors. In this recipe, we'll add some wall obstacles (scaled cubes), and generate a NavMesh so that Unity knows not to try to walk through walls. We'll then add a NavMeshAgent component to our NPC GameObject, and tell it to head to a stated destination location by intelligently planning and following a path, while avoiding the wall obstacles.

When the Navigation panel is visible, then the Scene panel displays the blue-shaded walkable areas, as well as unshaded, non-walkable areas at the edge of the terrain and around each of the two wall objects:

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