Practical guide to AI in Unity
4.3 (62 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
12,239 students enrolled

Practical guide to AI in Unity

Create the AI for a Unity Game: Develop a colony-simulation using State-Machines, Behavior-Trees and Genetic Algorithms
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4.3 (62 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
12,239 students enrolled
Created by Andreas Metz
Last updated 4/2020
English
English [Auto-generated]
Current price: $119.99 Original price: $199.99 Discount: 40% off
23 hours left at this price!
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This course includes
  • 4.5 hours on-demand video
  • 25 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • Lay the foundation for a Colony-Survival Game like Rimworld or Oxygen Not Included
  • Develop simple and complex practical AI Solutions for your games
  • Create a simple AI with State Machines
  • Make extensible State Machines with the State Pattern
  • Develop a complex AI with Behaviour Trees
  • Master the Behavior Designer Plugin
  • Simulate an ecology with Genetic Algorithms
Course content
Expand all 27 lectures 04:44:17
+ State Machines
4 lectures 44:18

This Project and all the Projects of this course were created using Unity Version 2019.3.7f1, so if you may have trouble when you're using 2020.X. Because of that I highly advise you to install 2019.3.X in UnityHub in order to make sure the Projects work as intended.

Preview 16:04

This Project and all the Projects of this course were created using Unity Version 2019.3.x, so if you may have trouble when you're using 2020.X. Because of that I highly advise you to install 2019.3.X in UnityHub in order to make sure the Projects work as intended.

State Machine Exercise
02:44
State Machine Exercise - Solution
11:20
+ Behavior Designer
13 lectures 01:44:11

I've attached the Build of the finished project to the description, so you can play around with it.

Project Overview
05:01
Our first Behavior Tree with Behavior Designer
17:54
Exercise2 - Hunterbehavior
01:15
Exercise 2 - Hunterbehavior - Solution
05:55
Custom Actions
08:13

In this video I'll show you how I created the IsCarryingItem - Conditional of the Project.

Custom Conditions
03:43
Behavior Designer - Variables
03:45
Exercise3 - Custom Condition
01:44
Exercise3 - Custom Condition - Solution
15:31
Priorities & Conditional Aborts - Theory
08:24
Priorities & Conditional Aborts - Example
03:58
Exercise4 - Chickenbehavior
04:48
Exercise4 - Chickenbehavior - Solution
24:00
+ Genetic Algorithms
3 lectures 26:01
Introduction
10:05
Example
13:03
Course Outro
02:53
Requirements
  • Installed Unity v2019.3
  • Basic understanding of Unity
  • Basic understanding of C#
Description

Learn how to create state of the art AI for video games using Unity.

I believe in a practical approach in learning so this course will be primarily project-based. You won't just learn dry theory and forget everything within a matter of days but instead apply the learned concepts to two actual Unity-Projects:

  • Catch: A simple digital replica of play every kid's favourite game: catch

  • Colony Simulation: A game like Rimworld or Oxygen Not Included, where you can't control the NPCs directly, but instead they are controlled by the AI and you need to help them survive by making sure they've got enough to eat.

Also this course contains a free exclusive Behavior-Designer Educational-License, which would normally cost ~70$. Behavior Designer is the industry-standard solution for Behaviortrees and generously provided me with an exclusive Educational License, which they specifically built for this course. So you won't get it anywhere else.


Also you will of course get full lifetime access to the course.


We'll start with the simplest AI-System that there is, namely State-Machines.

After that we'll improve State-Machines and make them more extensible with the State-Pattern.

Then we'll hit the main topic which is one of the more advanced techniques that are used in Indie- and AAA-Gameproductions alike: BehaviorTrees.

Lastly we'll have a glimpse at one of the more experimental AI-Approaches, namely Genetic Algorithms, which are more of a niche topic but have the potential for very interesting game-mechanics that stand out of the crowd.


Whereas this course is already rather extensive and covers the most important aspects of AI for modern gamedevelopment, I can't possibly cover everything of this huge field. For example I won't address machine learning because this topic alone would fill a whole bunch of courses and really isn't that practical for most Game-AIs because of the lack of control you have over it.

By the end of the course you'll be confident with the most important AI-Techniques- and Design Patterns for modern Gamedevelopment.


So what are you waiting for, join me now and start creating astonishing AI-Systems yourself.

Who this course is for:
  • Intermediate Gameprogrammers with an interest in AI in Unity
  • Gamedesigners with some Coding- and Unity-Background