Unity from Proficiency to Mastery: Artificial Intelligence

Implement challenging AI for FPS and RPG games

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Book Description

In this book, which is the first in the series Unity from Proficiency to Mastery, you will get to master a wide range of AI techniques that you can apply to make non-player characters more realistic, and also add some more challenge to your game.

What you will Learn

After completing this book you will be able to:

  • Import and animate a 3D character
  • Control the navigation of this 3D character
  • Control animations for this character through scripting
  • Make it possible for the NPC to sense the player (e.g., smell, sight, or hearing) and to take decisions accordingly
  • Implement a decision system for Non-Player Characters
  • Master NavMesh Navigation and Finite-State Machines in Unity
  • Manage groups of NPCs and synchronize their decisions

Topics covered in this book:

Topics covered in this book include:

  • Navmesh Navigation
  • Navigating along a path
  • Managing a group of NPCs
  • Using Areas and costs
  • Defining areas where the NPC can and cannot go
  • Way Points Navigation
  • Random Paths
  • Wandering behaviour/navigation)
  • Finite State Machines
  • Sub-State Machines
  • State transitions and Parameters
  • Simulating senses (smell, hearing, sight)
  • Simulating common behaviours for Non-Player Characters (hiding, fleeing, ambushing, attacking
  • Make it possible for NPCs to make smart decisions (e.g., look for health or ammos when needed, or hide from the player when needed
  • Coordinating a team of allies/teams (e.g., decisions, navigation, attacks, etc)
  • Coordinating a team of enemies (e.g., decisions, navigation, attacks, etc)
  • Simulating a crowd
  • Melee Combat

Key features

  • A step-by-step approach with examples and plenty of pictures to know exactly what to do.
  • Tips to maximize your workflow.
  • Quizzes to tests your knowledge at the end of each chapter.
  • Challenges to use and perfect your skills at the end of each chapter.
  • A section with answers to frequently asked questions organized by themes (e.g., navigation, object creation, interface, etc.)