This is a technique based on top of some of the algorithms that we learned in Chapter 1, Behaviors – Intelligent Movement, such as Seek, Arrive, and Leave, and the Raycasting knowledge that is employed in several other recipes, such as path smoothing.
It is necessary for the paddle game object to be used by the agent to have the AgentBehavior, Seek, and Leave components attached, as it is used by the current algorithm. Also, it is important to tag the objects used as walls, that is, the ones containing the box colliders, as shown in the following diagram:
Finally, it is important to create an enum type for handling the rival's ...