AI NPC Behavior Trees in Unity and Godot
Creating intelligent NPCs using behavior trees and AI in both engines.
Creating intelligent NPCs using behavior trees and AI in both engines.
Professional high-poly to game-ready workflow from ZBrush to Unity.
Professional audio implementation using FMOD in both engines.
Professional audio setup using FMOD in both engines.
A ZBrush character is a sculpture. A Unity character is a skinned mesh, materials, and an avatar that an Animator can drive. This workflow connects those two for one humanoid or creature, ending in a prefab you can drop into a test scene. It does not rig a face for a cinematic, and it does…
You will learn what a shader is in plain terms, then build one lit material in Shader Graph with a color, a smoothness control that varies across the surface, and a glowing rim you can see move as the camera turns. Shader Graph can look like a wall of boxes and wires the first time…
You will build one guard NPC that patrols, notices the player, gives chase, and gives up, in both Unity and Godot, then learn where a language model fits for dialogue and how to keep the game playable when it is missing. When people say “AI NPC” today, they often mean a chatbot in a character…