Game Development Reference
In-Depth Information
Finally, we used the OnDrawGizmos() funcion to create the visual for the waypoint game
object, which will show only in the editor. We won't see anything while we are playing the
real game after we build it.
However, if we want to see it while we are playing the game in the Game view, we can click
on the Play buton and click on the Gizmos buton on the top-right to toggle the Gizmos On
or Off as shown in the following screenshot:
Creating an enemy AI
In the last secion, we created the Waypoints script and the Waypoints object, which will
be used to limit the enemy movement and direcion. In this secion, we need to create the
enemy game object, which will contain the waypoint and our AI character. We will use a
prefab similar to that of the player character but remove some of it that is not necessary for
the enemy.
Engage thrusters
We will start by creaing the empty game object to contain the AI and the Waypoints object:
1. Go to GameObject | Create Empty to create the empty game object and name
it Enemy . Then, assign its transform by clicking on this game object and go to the
Inspector view to reset the transform to default, as follows:
Position X: 0 Y: 0 Z: 0
Rotation X: 0 Y: 0 Z: 0
Scale X: 1 Y: 1 Z: 1
2. Next, drag the Waypoints game object in the Hierarchy view that we created in the
irst secion inside the Enemy game object.
3. Then, create another empty game object by going to GameObject | Create Empty
again and this ime name it AI . Set the transform in the AI game object as follows:
Position X: 0 Y: 0 Z: 0
Rotation X: 0 Y: 0 Z: 0
Scale X: 1 Y: 1 Z: 1
 
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