How to Make a State Machine for Enemy AI | AI Series Part 11
Published: 20 Apr 2021
In this tutorial I go over how to implement a basic state machine to control the AI Behavior. Instead of just always following the player, the Agents can now be configured to idly walk around, patrol random sets of points on the NavMesh, or chase the player if they have line of sight. On top of all of that! All these will be configurable in our EnemyScriptableObject so the states can be easily customized per Agent.
As usual with the AI Series, we're using the NavMesh Components: https://docs.unity3d.com/Manual/NavMesh-BuildingComponents.html not the built-in navigation system.
๐จโ๐ป As always, all code from this video is available on GitHub: https://github.com/llamacademy/ai-series-part-11 Remember, that repo is where this tutorial ENDS! If you want to follow along, check out https://github.com/llamacademy/ai-series-part-10 - that's were this tutorial STARTS!
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