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Question by Forever061 · Jun 18, 2021 at 06:27 AM · ainavmeshagentraycasting

My navmesh agent isn't updating correctly?

When the player enters the view cone the navmesh agent will go to where it is, however The navmesh agent doesn't update the target location until it finishes it's path here is my code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class Sight : MonoBehaviour
 {
     public Camera Eyes;
     Transform target;
     NavMeshAgent Agent;
     public float ANGEL;
     public float range;
     public float turnSpeed;
     private bool insight;
     private void Start()
     {
 
         target = PlayerManager.instance.player.transform;
         Agent = GetComponent<NavMeshAgent>();
     }
     private void OnDrawGizmos()
     {
         Gizmos.color = Color.red;
         GizmosExtensions.DrawWireArc(transform.position, transform.forward, ANGEL, range, 20);
     }
     private void Update()
     {
 
         RaycastHit hit;
         Vector3 origin = transform.position;
         Vector3 direction = target.position - transform.position;
         Ray ray = new Ray(origin, direction);
         if (Physics.Raycast(origin, direction, out hit))
         {
             if (hit.collider.gameObject.tag == "Player" && Vector3.Angle(direction, Eyes.transform.forward) <= ANGEL && Vector3.Distance(direction, Eyes.transform.forward) <=range)
             {
                 Agent.SetDestination(target.position);
                 float distance = Vector3.Distance(target.position, transform.position);
                 if (distance <= Agent.stoppingDistance)
                 {
                     FaceTarget();
                 }
                 
             }
 
         }
         void FaceTarget()
         {
             Vector3 dir = (target.position - transform.position).normalized;
             Quaternion lookrotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
             transform.rotation = Quaternion.Slerp(transform.rotation, lookrotation, Time.deltaTime * turnSpeed);
         }
         
     }
 }
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