9. Game State & AI.

March 03, 2018

 

9.1. Main Reading.


• Unity AI Game Programming.
• Chapter 2: Finite State Machines and You.

Discusses a way of simplifying how we manage the decisions, which AI needs to make. We use FSMs to determine how AI behaves in a particular state and how it transitions to other states.

    • Understanding Unity's state machine features
    • Creating our own states and transitions
    • Creating a sample scene using examples

9.2. Unity Documentation.


• Animation State Machines.
It is common for a character or other animated Game Object to have several different animations that correspond to different actions it can perform in the game. For example, a character may breathe or sway slightly while idle, walk when commanded to and raise its arms in panic as it falls from a platform. A door may have animations for opening, closing, getting jammed, and being broken open. Mecanim uses a visual layout system similar to a flow-chart, to represent a state machine to enable you to control and sequence the animation clips that you want to use on your character or object. This section gives further details about Mecanim’s state machines and explains how to use them.

• Adding Random Gameplay Elements.
Randomly chosen items or values are important in many games. This sections shows how you can use Unity’s built-in random functions to implement some common game mechanics.

9.3. Video Tutorials.



• Youtube AAV Week 9.




• Digital Tutors - Introduction to Unity 5.
• 18 Setting up the enemy.

09:22





• Digital Tutors - Introduction to Unity 5.
• 19 Setting up the enemy movement.

10:56





• Digital Tutors - Introduction to Unity 5.
• 20 Creating pickups.
.
13:56





• Digital Tutors - Introduction to Unity 5.
• 21 Creating the game state.

11:43





• Unity Tutorials - Navigation.
Find out about Unity's 'Nav Mesh' pathfinding system.






9.4. Assets.


• Unity AI Game Programming Code.
(All chapters code)