In this part of the series we are going to take a look at avoiding obstacles with two different approaches: simulating eyesight using raycasts, and secondly implementing an algorithm that is inspired by an observer pattern.
As you may know, I’ve recently discovered the road of doing things in Parts and actually trying to make little series for you, and I have been enjoying that quite a bit. In all honesty – it also allows me to have this Patreon Early Access thing going (no judgment please :))!
I worked out a little library for you to easily implement Behaviour Trees into your Unity Projects. You’ll find a Link to the GitHub Repository at the very end of this page. The Library is fully commented but I decided to post the documentation and explanation of Behaviour Trees here as it might be helpful Continue Reading