Published: 01 Aug 2023
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Learn about popular approaches to implement AI behaviors in your game and see which one is right for your use case! Using a Ferrari isn't the right answer for every problem. You'll learn about Unstructured AI, State Machines, Behavior Trees, and GOAP (Goal-Oriented Action Planning), the pros and cons of each one, and in which use cases they're most suitable for.
What's next?
▶ Introduction to GOAP: https://youtu.be/3PLDIEjmQsI
▶ GOAP Enemy AI Full Implementation: https://youtu.be/85kogmzcLXw
▶ Behavior Tree Enemy AI Full Implementation: https://youtu.be/J7RnUc4g9Pk
▶ State Machine Enemy AI Full Implementation: https://youtu.be/jnETyJUiCiM
👨💻 Since we're not writing any code in this one, no GitHub project.
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📚 Resources:
⚫ Animator Docs: https://docs.unity3d.com/Manual/class-Animator.html | https://docs.unity3d.com/Manual/AnimatorControllerCreation.html
⚫ UFSM - A free and open source Hierarchical Finite State Machine framework: https://github.com/Inspiaaa/UnityHFSM
⚫ Fluid Behavior Tree - a Free and Open Source Behavior Tree Framework: https://github.com/ashblue/fluid-behavior-tree
⚫ Opsive Behavior Designer: https://assetstore.unity.com/packages/tools/visual-scripting/behavior-designer-behavior-trees-for-everyone-15277?aid=1101l9QvC
⚫ AI Tree: https://assetstore.unity.com/packages/tools/behavior-ai/ai-tree-229578?aid=1101l9QvC
⚫ Node Canvas: https://assetstore.unity.com/packages/tools/visual-scripting/nodecanvas-14914?aid=1101l9QvC
⚫ Free GOAP Framework: https://assetstore.unity.com/packages/tools/behavior-ai/goap-252687?aid=1101l9QvC | https://github.com/crashkonijn/GOAP
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