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AIGameDev talk on Behavior trees 0

Alex Champandard has published an updated version of his talk in Behavior Trees for Next-Gen Game AI at AIGameDev. It’s a great introduction to the topic if you’ve read our Behave tutorials for Unity and want an overview of the topic at large. He also goes into topics such as Hierarchical State Machines and Planners, …

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Posted on: 12-31-2008
Posted in: AI, Tips

Blurst Unity Blog 0

The folks at Blurst have been publishing blog posts on Unity, with a recent post dealing with an Unity introduction. The focus seems to be on the basics, and are starting with a quick description of what Unity is an what it brings to the table, including what Unity’s Javascript masks that you’d need to …

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Posted on: 12-28-2008
Posted in: Unity

Quick tip: Behave and Javascript 0

The Unity forum has a few posts on how to use Behave with Unity’s version of javascript, including how to declare interfaces in the language. You can find them on this thread.

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Posted on: 12-23-2008
Posted in: AI, Tips

Behavior trees – Branching paths with selectors 0

On our last tutorial we looked at how to do a sequence of actions, when one of these needs to be an on-going task. Let’s now look at how to implement branching behavior with selectors.

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Posted on: 12-17-2008
Posted in: AI, Unity

Behavior trees – Team player example 0

Continuing with our series of examples of behavior tree implementations using AngryAnt’s Behave component for Unity, this demo shows branching behavior with selectors.

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Posted on: 12-15-2008
Posted in: AI, Unity

Quick tip: Triggers and Linecasts 0

Here’s a quick tip: if you implement proximity detection with triggers, bear in mind that these are still colliders. That means that if you do cast rays or lines, they may be stopped by your trigger unless the item you’re casting to is inside its area.

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Posted on: 12-11-2008
Posted in: Tips, Unity

Behavior trees – Going for the ball 0

On our first behavior tree tutorial, we explored how the actions in a behavior tree are sequenced with a very basic example. Let’s take a look now at how to deal with a sequence of actions where at least one of them needs to be an on-going task.

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Posted on: 12-8-2008
Posted in: AI, Unity

Agent handling with behavior trees 0

Want to see a bunch of cubes playing soccer? Who wouldn’t?

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Posted on: 12-5-2008
Posted in: AI, Unity

Proximity detection with triggers 4

Imagine the following simple scenario: you have a creature in your game. He’s supposed to stand idle (perhaps grazing) until another character approaches within a certain range, and once that happens he should react to it. How do you implement this?

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Posted on: 12-3-2008
Posted in: Unity

Proximity detection with triggers – Sample application 0

An example of flocking code written in Unity, using collider triggers for proximity detection.

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Posted on: 12-3-2008
Posted in: Unity
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