Published: 31 Aug 2023

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Learn how you can implement Enemy AI with a Behavior Tree!

This is a full implementation using AI Tree (https://assetstore.unity.com/packages/tools/behavior-ai/ai-tree-229578?aid=1101l9QvC), a powerful Behavior Tree framework with advanced features like Environment Query System (EQS) and a Perception System.

While we're using AI Tree specifically in this tutorial, you can use virtually any Behavior Tree framework to get similar results for this use case.


A special thank you to Renowned Games for the copy of AI Tree used in this tutorial ๐Ÿงก!


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๐Ÿ‘จโ€๐Ÿ’ป As always, all code from this video is available on GitHub: https://github.com/llamacademy/ai-series-part-48

I cannot include AI Tree itself or the Quirky Llama since they are paid assets, but if you own those, simply import them and you are good to go!


๐Ÿ“š Resources:

โšซ AI Tree: https://assetstore.unity.com/packages/tools/behavior-ai/ai-tree-229578?aid=1101l9QvC

โšซ The Quirky Llama: https://assetstore.unity.com/packages/3d/characters/animals/mammals/llama-quirky-series-178234?aid=1101l9QvC

โšซ Unity Particle Pack: https://assetstore.unity.com/packages/vfx/particles/particle-pack-127325?aid=1101l9QvC

โšซ A more scalable way to define enemy stats: https://youtu.be/PoglGJoDcZg

โšซ The same Enemy AI implemented with a Finite State Machine: https://youtu.be/jnETyJUiCiM

โšซ Not sure which AI Behavior Framework to use? Check out my comparison video: https://youtu.be/CZvfuNfdc1M


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