Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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

Arrow left icon
Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Length 278 pages
Edition 1st Edition
Tools
Arrow right icon
Authors (2):
Arrow left icon
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
Arrow right icon
View More author details
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

Blending behaviors by weight

Blending techniques allow you to add behaviors and mix them without creating new scripts every time you need a new type of hybrid agent.

This is one of the most powerful techniques in this chapter, and it's probably the most used behaviour-blending approach because of its power and the low cost of implementation.

Getting ready

We must add a new member variable to our AgentBehaviour class called weight and preferably assign a default value—in this case, 1.0f. Besides this, we should refactor the Update function to incorporate weight as a parameter to the Agent class' SetSteering function. All in all, the new AgentBehaviour class should look something like this:

public class AgentBehaviour : MonoBehaviour
{
    public float weight = 1.0f;

    // ... the rest of the class

    public virtual void Update ()
    {
        agent.SetSteering(GetSteering(), weight);
   }
}

How to do it...

We just need to change the SetSteering agent function's signature and definition:

public void SetSteering (Steering steering, float weight)
{
    this.steering.linear += (weight * steering.linear);
    this.steering.angular += (weight * steering.angular);
}

How it works...

The weights are used to amplify the steering behavior result, and they're added to the main steering structure.

There's more...

The weights don't necessarily need to add up to 1.0f. The weight parameter is a reference for defining the relevance that the steering behavior will have among the other ones.

See also

In this project, there is an example of avoiding walls, worked out using weighted blending.

You have been reading a chapter from
Unity 5.x Game AI Programming Cookbook
Published in: Mar 2016
Publisher: Packt
ISBN-13: 9781783553570
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image