7

Polishing the Player’s Actions and Enemy Behavior

In Chapter 6, we added a ranged weapon shooting mechanic in an optimized way using Unity’s new object pooling API.

In this chapter, we will continue to add some much-needed polish to the player character with visual effects! We’ll also create some enemy non-player character (NPC) variants and finish up the chapter by introducing enemy behavior through a state pattern.

In this chapter, we’re going to cover the following main topics:

  • Polishing with Shader Graph and Trail Renderer
  • Enemy Prefabs and variants – Configuring with Scriptable Objects (SOs)
  • Implementing basic enemy behavior using a finite state machine (FSM)

By the end of this chapter, you’ll be able to quickly add some visual effect ...

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