Practical AI in Unity
summary
Shows working Unity code for HFSM, behavior trees and utility AI with a downloadable project and an Asset Store middleware called Behave. Implements an enum→delegate dictionary (reflection-backed) and coroutine-based state nodes with optional explicit transition objects, demonstrates a parallel node for sniff+walk behavior, and a utility panic value using an AnimationCurve utility scaled by 10 (panic threshold ~0.5). Examples run in Unity and include node data for interruption and reset handling.
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chapters (7)
- 0:00Introduction to AI in Unity
- 2:27Hierarchical state machines
- 7:24State machine code patterns
- 16:35Understanding behavior trees
- 26:43Behavior tree implementation
- 30:21Practical utility AI
- 36:13Q&A and closing
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