IN THE SHADOWS
PLATFORM
Windows Desktop
DESCRIPTION
The purpose of this second year university portfolio piece was to create artificial intelligence using a behaviour tree in Unity. I was eager to try this as it was something I'd never done before. Behaviour trees have a big advantage over finite state machines (FSM) through their ability to chain individual tasks together in order to create more complex behaviour.
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Unity doesn't include behaviour trees as a standard feature so I decided to use the animator controller system which uses a state machine layout. This made it simpler to visualise the transitions between behaviours.
LANGUAGE
C#
PROGRAMS/TECHNOLOGIES
Unity
Visual Studio 2017
Hack n Plan
SourceTree
CONTRIBUTIONS
Solo project
WHAT I LEARNED
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How to implement a behaviour tree structure with smooth transitions in Unity
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The different types and flow of execution nodes (sequence, selector, leaf)
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Coding AI senses including sight and hearing
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How to use and debug Unity's navigation mesh system
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Using Git for version control