The fifth part of a the series building a Hybrid Goal Oriented Action Planning (GOAP) system in Unity. In this part we're going to be building the goals, actions and state machine elements for our idle and wander behaviours. We'll also be implementing the navigation interface to allow the behaviours to move the AI through the world.
📂 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
02:00 Setting up the skeleton scripts
05:45 Building the Idle and Wander goals
10:00 Building the Idle action
12:50 Building the Wander action
23:45 Groundwork for our navigation states
27:20 Building the Calculate Move Location state
34:15 Building the Move To state
40:05 Building the Finished Move transition
42:00 Building the Navigation Interface
48:25 Building our GOAP Brain Wrapper
🎞️ 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
➔ This video :)
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
➔ • Hybrid GOAP AI in Unity (Part 8: Gath...
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