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
  • How to implement a behaviour tree structure with smooth transitions in Unity

  • The different types and flow of execution nodes (sequence, selector, leaf)

  • Coding AI senses including sight and hearing

  • How to use and debug Unity's navigation mesh system

  • Using Git for version control

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Play it now!

© 2019 by Andrew Wilson

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