This weekend I spent some time revisiting the Unity Pluggable AI videotutorials, which illustrates the use of ScriptableObjects to build an AI system. This work is based on a conference by one Obsidian developer in some GDC (can't remember if was this year or the previous one).
My opinions on ScriptableObjects are still... vague, to say something. I'm trying to define if they are an essential tool or something that can be replaced by XML/JSON and one day I think they are the best and the next I think that I have to throw it to the recycle bin and go back to use XML. The opinions I have read on forums doesn't help me to decide.
But, how good is pluggable AI compared with my first approach to AI, based on coroutines? Well, it is much more modular, in first place. Not clearer, at least, not yet, because I'm still working to understand the basics. Maybe I can even get something good from this.
Right now I am in the stage of improving the code and integrating it into a sort of mini-demo project, a test bed for ideas. Thanks to the rain this morning I came late to office, and used that time to setup the basic patrol state/action, nothing fancy, but a first step towards adding more complex chains of states. Lets see whats the result.
My opinions on ScriptableObjects are still... vague, to say something. I'm trying to define if they are an essential tool or something that can be replaced by XML/JSON and one day I think they are the best and the next I think that I have to throw it to the recycle bin and go back to use XML. The opinions I have read on forums doesn't help me to decide.
But, how good is pluggable AI compared with my first approach to AI, based on coroutines? Well, it is much more modular, in first place. Not clearer, at least, not yet, because I'm still working to understand the basics. Maybe I can even get something good from this.
Right now I am in the stage of improving the code and integrating it into a sort of mini-demo project, a test bed for ideas. Thanks to the rain this morning I came late to office, and used that time to setup the basic patrol state/action, nothing fancy, but a first step towards adding more complex chains of states. Lets see whats the result.
Comments
Post a Comment