Swords and Shovels Character Controller and AI

Learning how to craft character controllers and pathfinding systems is essential to any game programmer's success. This course will show you how to create these items and more in a click-to-move, top-down dungeon crawler.
Course info
Rating
(26)
Level
Intermediate
Updated
May 16, 2018
Duration
54m
Table of contents
Description
Course info
Rating
(26)
Level
Intermediate
Updated
May 16, 2018
Duration
54m
Description

Character control in a click-to-move top-down game requires a pathfinding system to allow freedom of player movement. In this course, Swords and Shovels Character Controller and AI, you’ll learn how to work with Navmesh and Navmesh agents, setup character animation, and write code to create a character controller. First, you’ll discover how to bake a Navmesh in a game level. Next, you’ll explore how to work with a Navmesh Agent and animation to control character movement. Finally, you’ll learn how to write code and fine tune the system. When you’re finished with the course, you’ll understand how to author a top-down character controller. Software required: Unity.

About the author
About the author

Michael Baker is a game developer and graphics production expert with more than 15 years experience in games and VFX production. He's worked on big licensed projects based on Star Wars and Alien, and developed software tools for the popular Bullet Physics Framework which powers countless authoring tools, feature films, and games. In 2013, he co-founded Codex Worlds, and indie AAA game studio based in Austin, Texas.

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Section Introduction Transcripts
Section Introduction Transcripts

Course Overview
Hey everyone. My name is Michael Baker. Welcome to my course, Character and NPC Controller Programming. I'm a Unity Certified Developer and Lead Instructor in the Department of Arts and Entertainment Technologies at the University of Texas-Austin. This is the first course in the Unity Game Dev Courses programming path where you'll learn how to program motion controllers for the main player character and NPCs. Some of the major topics we'll cover include creating a click-to-move Character controller, creating a two-state NCP controller, and then we'll cover level design options using these systems. By the end of the course, you'll understand how to program NavMesh Agents, synchronize character animation, and design your own levels. Before beginning the course, you should be familiar with the basics of Unity 3D. Join me on Pluralsight, and we'll get to work.

Overview and Character Controller
Let's have a look at the finished project. What we have here is a point-and-click-based character movement system, which allows us to move a cursor around here in the scene and simply click on a point in the environment, and our main character will move to that location. We also have some NPCs in here, which patrol, and if they detect the player within a certain range, they will pursue. Both the player character and NPC controllers use the NavMesh system and NavMesh Agents to control movement. In the first module, we'll configure the Character controller with a NavMesh Agent, and we'll write some code to synchronize the animation of the character with that agent. In the second module, we'll create a simple two-state NPC controller, which allows our NPCs to patrol between waypoints, and then pursue the player if detected within a certain range. This is classic dungeon crawler behavior. And in the third module, we'll take a look at some options for extending these systems, both for level design purposes, and we'll also look at some options for extending the behavior of the systems in code. In the next video, we'll review navigation and animation systems.