Unity Navigation & Pathfinding

Unity Navigation & Pathfiding: Unity’s navigation system provides agents the ability to intelligently move around the game world using navigation meshes. Dynamic obstacles can alter the navigation of agents at runtime, while off-mesh links can be used to implement custom behavior associated unique actions performed under specific criteria. Creating a navigation mesh can happen priorContinue reading “Unity Navigation & Pathfinding”

Zombie Game – Extended AI Behavior Pt.1

Introduction: I’ve extended the zombie game codebase by implementing two additional states to the AI Agent which include “Searching” and “Attacking”, bringing the total number of states for the Finite State Machine model to 5 and enhancing the functionality associated with the “Wandering” state to favor the closest available waypoint rather than follow a linearContinue reading “Zombie Game – Extended AI Behavior Pt.1”

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