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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

The seeing function using a collider-based system

This is probably the easiest way to simulate vision. We take a collider, be it a mesh or a Unity primitive, and use it as the tool for determining whether or not an object is inside the agent's vision range.

Getting ready

It's important to have a collider component attached to the same game object using the script on this recipe, as well as the other collider-based algorithms in this chapter. In this case, it's recommended that the collider is a pyramid-based one in order to simulate a vision cone. The fewer the polygons, the faster it will be in the game.

How to do it…

We will create a component that is able to see enemies nearby:

  1. Create the Visor component declaring its member variables. It is important to add the following corresponding tags into Unity's configuration:
    using UnityEngine;
    using System.Collections;
    
    public class Visor : MonoBehaviour
    {
        public string tagWall = "Wall";
        public string...
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