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More info See in Glossary to mark the points’ positions. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary using GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. This array can be assigned from the inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. The patrol points are supplied to the script using a public array of Transforms. The simple behaviour of the robot can be implemented using the code shown below. For example, a robot would probably just visit the points in a methodical order while a human guard might try to catch the player out by using a more random pattern. The ideal sequence of patrol points will depend on the way you want the NPCs to behave. For an office building, the key points might be the individual offices and other rooms. For example, in a maze, you might place the key patrol points at junctions and corners to ensure the agent checks every corridor. You can get a more convincing patrol pattern by keeping a set of key points that are “useful” for the NPC to pass through and visiting them in some kind of sequence. The navigation system can be used to implement this behaviour but it is slightly more involved than standard pathfinding - merely using the shortest path between two points makes for a limited and predictable patrol route. Many games feature NPCs that patrol automatically around the playing area.
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