The final part of a the series building a Hybrid Goal Oriented Action Planning (GOAP) system in Unity. In this part we are going to be building our behaviours to gather and store resources as well as support for the AI to return home if they venture too far from their home point.
📂 Grab the code:
Initial Code: https://github.com/GameDevEducation/U...
End of Video Code: https://github.com/GameDevEducation/U...
UPM Package: https://github.com/GameDevEducation/U...
Package Overview Video: • Hybrid GOAP AI in Unity (Package Over...
🎞️ Chapters
00:00 Introduction
01:45 Building our Simple Resource Wrangler/Manager
05:35 Determining what resource to focus on
13:50 Picking a suitable resource source
17:10 Picking a suitable resource storage/container
19:00 Determining how important it is to gather resources
26:15 Building our Gather Resource goal
37:15 Building our Gather Resource action
49:00 Setting up all our state scripts
49:40 Building our Select Resource state
56:50 Building our Gather state
1:07:50 Building our Select Storage state
1:14:00 Building our Store state
1:23:00 Minor gather logic cleanup
1:26:15 Setting up our Village AI prefab
1:29:00 Building our Return Home goal
1:38:05 Building our Return Home action
1:42:00 Updating the scene and prefab
1:44:00 Bugfixing
1:47:00 Improving the debugger UI
🎞️ Series Videos:
Part 1: Foundations (FastName, Blackboard and Game Debugger)
➔ • Hybrid GOAP AI in Unity (Part 1: Foun...
Part 2: State Machine System
➔ • Hybrid GOAP AI in Unity (Part 2: Stat...
Part 3: Action and Goal Framework
➔ • Hybrid GOAP AI in Unity (Part 3: Goal...
Part 4: Hybrid GOAP Brain
➔ • Hybrid GOAP AI in Unity (Part 4: GOAP...
Part 5: Idle and Wander actions
➔ • Hybrid GOAP AI in Unity (Part 5: Idle...
Part 6: Chase and Look at actions
➔ • Hybrid GOAP AI in Unity (Part 6: Chas...
Part 7: Using objects
➔ • Hybrid GOAP AI in Unity (Part 7: Usin...
Part 8: Gathering Resources and Returning Home
➔ This video :)
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