Discovering ways to implement AI behaviour for a small game.
Unity: Checking a GameObjects layer against multiple LayerMasks
Continuing on from the previous post about Tags vs Layers this post leads into one of my favourite C# coding features; Extension Methods. Here we see a Raycast checking for hits against multiple possible layers. In this example we are scanning ahead of a moving projectile and triggering the Destroy function on both the projectile... Continue Reading →
Unity: Using Layers instead of Tags
One of the first mechanics I came across when learning simple game programming in Unity was objects identifying other objects. Whether it be a collider collision, raycast or other function you require a way to identify the object and decide what to do about the object you have found. Basic tutorials cover using tags and... Continue Reading →