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Unity 5.x Game AI Programming Cookbook

You're reading from   Unity 5.x Game AI Programming Cookbook Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Length 278 pages
Edition 1st Edition
Tools
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (10) Chapters Close

Preface 1. Behaviors – Intelligent Movement FREE CHAPTER 2. Navigation 3. Decision Making 4. Coordination and Tactics 5. Agent Awareness 6. Board Games AI 7. Learning Techniques 8. Miscellaneous Index

Wandering around

This technique works like a charm for random crowd simulations, animals, and almost any kind of NPC that requires random movement when idle.

Getting ready

We need to add another function to our AgentBehaviour class called OriToVec that converts an orientation value to a vector.

public Vector3 GetOriAsVec (float orientation) {
    Vector3 vector  = Vector3.zero;
    vector.x = Mathf.Sin(orientation * Mathf.Deg2Rad) * 1.0f;
    vector.z = Mathf.Cos(orientation * Mathf.Deg2Rad) * 1.0f;
    return vector.normalized;
}

How to do it...

We could see it as a big three-step process in which we manipulate the internal target position in a parameterized random way, face that position, and move accordingly:

  1. Create the Wander class deriving from Face:
    using UnityEngine;
    using System.Collections;
    
    public class Wander : Face
    {
        public float offset;
        public float radius;
        public float rate;
    }
  2. Define the Awake function in order to set up the internal target:
    public override void Awake()
    {
        target = new GameObject();
        target.transform.position = transform.position;
        base.Awake();
    }
  3. Define the GetSteering function:
    public override Steering GetSteering()
    {
        Steering steering = new Steering();
        float wanderOrientation = Random.Range(-1.0f, 1.0f) * rate;
        float targetOrientation = wanderOrientation + agent.orientation;
        Vector3 orientationVec = OriToVec(agent.orientation);
        Vector3 targetPosition = (offset * orientationVec) + transform.position;
        targetPosition = targetPosition + (OriToVec(targetOrientation) * radius);
        targetAux.transform.position = targetPosition;
        steering = base.GetSteering();
        steering.linear = targetAux.transform.position - transform.position;
        steering.linear.Normalize();
        steering.linear *= agent.maxAccel;
        return steering;
    }

How it works...

The behavior takes into consideration two radii in order to get a random position to go to next, looks towards that random point, and converts the computed orientation into a direction vector in order to advance.

How it works...

A visual description of the parameters for creating the Wander behavior

You have been reading a chapter from
Unity 5.x Game AI Programming Cookbook
Published in: Mar 2016
Publisher: Packt
ISBN-13: 9781783553570
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