This is the fourth part of our series adding Behaviour Tree support to the AI Behaviours Package. In this part we'll be building our chase and wander actions, setting up our GOAP and standalone FPS behaviours as well as setting up support for looking at Points of Interest (POIs).
Project at the start of the video: https://github.com/GameDevEducation/U...
Project at the end of the video: https://github.com/GameDevEducation/U...
Latest Unity Package version: https://github.com/GameDevEducation/U...
🎞️ Chapters
00:00 Introduction
03:13 Building our Behaviour Tree based Wander GOAP Action
08:40 Building our Behaviour Tree based Chase GOAP Action
17:10 Getting set up for Points of Interest
19:45 Building our Select Point of Interest Node
25:15 Building our Look At Point of Interest Node
28:30 Building our Behaviour Tree based Look At POI GOAP Action
32:20 Building our Select POI Service and Look at POI Decorator
38:00 Alternate approaches to Behaviour Tree based Look At POI
44:30 Updating our AI Prefab
47:00 Testing our GOAP + Behaviour Tree based FPS AI
48:30 Improving our Behaviour Tree debug display
54:00 Building our Standalone Behaviour Tree based FPS AI
1:09:00 Determining if we can chase
1:13:50 Handling Points of Interest with our Standalone Behaviour Tree
1:17:20 Testing our Standalone Behaviour Tree
1:21:00 An Idle problem
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