At the end of my University, year two and the duration of summer 2014, I decided to do some independent learning, in Unity3D. Sharpening my C# skills / preparing for when I come back. Okay, so what did I actually create? Well I created a parkour system that enabled my AI to identify the obstacles in front of them, then scale, vault, climb using an algorithm that I created that detected and placed for example a characters hand in the correct position to appear as if they was functioning like a real human. For example scaling up an object, I fed values into match targeting system (provided by unity) that enabled me to override an animation, ever so slightly to match up (characterw habd) with the object the AI was interacting with.
Furthermore I learned how to use the mecanim system further, what the mecanim system does, is fills in the gaps in, terms of blending from running to walking. Without this type of system, transitioning between two animations would look out of place. After all in real life we don’t just suddenly swap from running to walking, we have to slow ourselves down first.
I followed a tutorial, put into practice, then modified so that the prototype was well on it’s way to becoming a simple mobile platformer. I I learn and dissect what we would do has humans and write that into computer code, and actually get the AI to get some decent results. I was able to identify the power of Unities powerful Mecanim system that enabled me to visually blend animations, in a more organised way. I was really amazed and feel really achieved after this semi project and feel that this has been a massive contribution in terms of progression into becoming a better C# programmer in Games.
Visual Studio, Unity3D
AI, Mecanim system, raycasting, overriding animations
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