The application is programmed using a videogame engine, Unity, using the built-in function Transform and
several methods embedded to work with local Euler angles. The corresponding scripts are coded using . The
Takohi Inverse Kinematic asset is used to program the correct joint displacement in the virtual world. At this stage,
the robot joints angles are displayed in a GUI. In order to program the robot to follow the most optimal movement
sequence in a 2D space, the APEX Game Tools asset was used. The implementation of the collision-free motion
planning algorithm produced successful results in two dimensions, where the robot’s end effector moves from one
point to another on the x/y plane. As a result, collision-free paths and optimal movement sequence are achieved.