I took the next step with my Behavior Tree AI by giving it something every enemy actually needs... the ability to see.
β’ Field of View
β’ Alert Radius
β’ Line-of-Sight checks
β’ Custom Behavior Tree nodes powering AI perception
#Unity3D#GameDev
Tired of placing patrol waypoints, I built a custom Patrol Behavior Node that lets AI patrol directly on Unity Splines.
Supports:
β’ Once
β’ Loop
β’ Ping Pong
Currently exploring Unity's Behavior package and building custom AI tools.
#Unity3D#GameDev#GameAI#BehaviorTree
Tried Unity's Behavior Trees for the first time and now I see why they're an industry standard for game AI.
Built an AI with Idle, Patrol, Chase, and Attack in no time. Easy to debug, easy to extend, and surprisingly intuitive.
#Unity3D#GameDev
4x increase. From 500 boids to 2,000 boids at 60+ FPS on CPU π
Replaced O(NΒ²) neighbour checks with:
β‘ Spatial hashing
β‘ Grid partitioning
β‘ Jobs + Burst
#gamedev#unity3d