IN THE SHADOWS
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.
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.
Visual Studio 2017
Hack n Plan
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