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Question by nathanlink169 · Oct 16, 2016 at 01:29 AM · unity 5aipathfinding

3D Pathfinding and AI Decision Making - Find area to hunker-down

Hi all,

First of all, my apologies if this isn't structured properly. I've browsed this site many times but it is my first time posting a question.

I am currently developing a game which takes place in an arena. The arena is small-medium size. It has some hallways and some open areas, but it only meant to hold four players (either human or AI controlled, no other actors).

One of the characters has little in terms of straight-up firepower, but he can place down traps (turrets and electric walls). Therefor, the AI for this character will have to find suitable places to find these areas.

The way that I'm thinking of doing it right now is to make empty Game Objects in the scene, positioned at the places that the AI can place these things down. That being said, that feels a little bit forced. I was wondering if anyone could think of a more elegant way to do this through code? We will be using Unity's pathfinding to get the AI's to move around the map (although, am open to changing that if there are better alternatives).

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