Agent handling with behavior treesDec 4, 11:19 PM
Want to see a bunch of cubes playing soccer? Who wouldn’t?
This is an implementation of behavior using AngryAnt‘s Behave component for Unity. Each player cube will only pursue the ball if it’s within visibility range (see our tutorial on Proximity detection with triggers), and will kick the ball only if it reaches it before the other players. The kicker’s color indicate its current status in the behavior tree:
- Green: waiting to see a ball
- Red: going for the ball
- Blue: just kicked the ball, resting
You can read the tutorial here.