Learn Game Artificial Intelligence in Unity Visual Scripting

Learn Game Artificial Intelligence in Unity Visual Scripting

English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 43 lectures (5h 44m) | 2.99 GB

Bring your games to life without coding by building artificial intelligence algorithms with Visual Scripting tools.

Strap yourself in: Programming Artificial Intelligence is about to click! Since making the official tutorials for Bolt on Unity’s Learn Site, creating this course has been a dream of mine. In collaboration with Holistic3D, I took Penny’s quintessential C# tutorial series The Beginner’s Guide to Artificial Intelligence and adapted it to *drumroll*… Unity Visual Scripting! In this course you’re getting the best of both worlds:

Learn content from a renowned expert on AI and computer science..

…remixed, reconfigured, and riffed on by a creative artist and designer who has helped thousands learn visual scripting from the early years to today… that’s me! Through a practice based approach you will follow along as each step is revealed for you to recreate the applications of this course created with Unity 2021.3.9

Here’s the list of what we’ll make together:

  • For total beginners, we start with a Day/Night Cycle to bring sunsets and sunrises to your game worlds.
  • We’ll use Custom Events to make fireflies appear and turn streetlights on in the night.
  • Want something more advanced? We’ll make an in-game clock and sync it with the sun.
  • Set up a Click-To-Move Player Controller using Cinemachine and Unity’s Nav Mesh system.
  • Bring to life wildlife in the form of ducks and rats that respond to the world around them.
  • Populate a city with crowds of NPCs who wander around, avoid cars, and run away from ghosts
  • Master rotations and timing with a laser gun turret
  • We’ll use predictive aiming to make challenging enemies for the player to face
  • Finesse Enemy AI with improved algorithms for Patrol, Chase and Attack strategies
  • Extra Content! at the end, based on your requests and questions.

By the end of this course you will have:

  • A full understanding of UVS and Unity’s API – the foundation to make what you imagine
  • An in-game time system – make your game worlds dynamic from the start
  • Familiarity with 3D game mathematics – you’ll be comfortable and confident moving and rotating objects in Unity
  • Learned Unity’s Nav Mesh System – add lifelike characters and creatures to your game worlds
  • State machines as an essential part of your game dev toolset – create AI that responds to the environment and the player’s actions
  • Two sandbox projects, a city and sci-fi action prototype – keep libraries of graphs ready to drop into any of your games
  • Joined the friendly and active UVS and Holistic3D communities – share your progress, get unstuck, and connect with other UVS creators like you

What you’ll learn

  • Learn Visual Scripting from the original Bolt YouTuber
  • Become a wizard of timing and rotating things in Unity
  • Create 3D worlds with robots ghosts and cute ducks
  • Make a city and action game prototype: sandboxes to forever support your learning and dream games
  • Game AI for enemies and friends
  • Best practices for architecture and performance
Table of Contents

Section 1 Day-Night Cycle UVS Bootcamp
1 Welcome
2 Day and Night Events – Lists and For-Each Loops
3 Starry Night – Timers and Material Parameters
4 In-Game Clock Part 1
5 In-Game Clock Part 2 – Debug Log
6 In-Game Clock Part 3 – Clock Display
7 [Addendum] First Steps for Hourly Events
8 Join the H3D Student Community
9 FAQ’s
10 Introduction & Setup – Hello, Sun!
11 Rotating the Sun
12 Defining Day and Night
13 Fireflies and Streetlights
14 Fireflies at Night – Custom Events
15 Streetlights – For Loops and Parent-Child

Navigation Meshes
16 First Steps
17 Click to Move with Raycasts
18 Player Camera with Cinemachine
19 Controlling Animations
20 Agents that Follow – Friendly Ducks
21 Random Destinations – Ducks Return Home
22 Subgraphs for Random Rats

Section 3 Crowd Simulation
23 NPC Waypoint Wandering
24 NPC Variation with Animator Offset
25 Agents and Obstacles
26 Moving Objects – Endless Traffic
27 Custom Event Arguments – Traffic Control
28 Fleeing 1 – Instantiating Ghosts
29 Fleeing 2 – Ghost Detector
30 Fleeing 3 – Reducing Update
31 Fleeing 4 – Fleeing Agents

Section 4 State Machines Action Prototyping
32 Intro & Setup
33 Enemy AI 3 – Patrol & Idle
34 Enemy AI 4 – Chase & Attack
35 Doors – Translate
36 Doors – Using DOTween
37 Turrets 1 – State Machine Setup + Firing
38 Turrets 2 – Rotating
39 Turrets 3 – Aiming
40 Turrets 4 – Predictive Aiming
41 Enemy AI 1 – State Machine Setup
42 Enemy AI 2 – Line of Sight

Conclusion
43 Final Words from Jim

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