Currently I’m using a very simple switch/case to set AI States. It’s … ok. For a simple scenario it works fine. I have a test group of creatures that mill around unless the player gets too close, then the creatures seek and attack until either they are killed, the player is killer or the player gets too far away.
But I imagine a more robust solution could be better.
What I’ve found so far seem to be these:
AngryAnt’s Behave
http://forum.unity3d.com/viewtopic.php?t=24712
1r0nM0nkey’s unityFSM
http://forum.unity3d.com/viewtopic.php?t=27629
dart’s Finite State Machine Project
http://forum.unity3d.com/viewtopic.php?t=56264
I have two main worries:
- Performance: Currently my needs are relatively simple, with creatures patrolling, seeking, attacking, fleeing, etc., so I wouldn’t need something that’s hogging resources for overhead that might be more simply solved in another way.
- Research Use Time: My experience is moderate and scripting is not my strong suit. I need some sort of AI as a tool to solve a problem rather than I’m interested in complex AI and want to play with it. I really don’t want to find myself at the end of a few weeks learning lots and lots about AI, but not moving forward in my production schedule.
Bottom line:
- I’m trying to find the most efficient way to have NPC’s and Enemies react in a basic game without spending a month to get my head around the system.
What have other people discovered and what’s the best suggestion?