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This question was closed Apr 20, 2016 at 10:16 AM by meat5000 for the following reason:

Duplicate Question

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Question by SolAZDev · Apr 18, 2016 at 01:28 PM · raycastnavmeshnavmeshagentenemyailinecast

Enemy freezes in NavMesh and starts attacking? [Duplicate]

Duplicate of This

Hello. I've been trying to learn about NavMesh for a while now in hopes to bring life to a Maze which is Randomly Generated. As we know that NavMesh can't be built at run-time, so I added a plane and baked it as the floor, and set the walls as a NavMeshObstacle Objects, which turn out rather nice. Screenshot http://imgur.com/Z8HAysh

However, the enemies have an odd behavior as title indicates, they look for a random position after some time and so, they will walk/float onto the new position, or that's what I expected at least.

-They Walk under normal circumstances, but they sometimes walk back, or get stuck, seemingly rotating around and walk for a bit until they find a new position-

They also have a Shooting controller, which is only meant to be activated if the player is close enough, and visible/in front of the enemy. But it gets activated either way.

Code's Here http://pastebin.com/DYmfSq3N

I honestly can't find the issue, but reducing the NavMesh radius from 1.9 to .5 seems to helped a bit, as they now walk more instead of being stuck. But other than that I really don't know. Also, there's another script where I experimented witth the NavMeshAgent before appling it to the Enemy Script. TestNav.cs This one seems to be working just fine, no freezes nor anything.

PS: Should I seperate these into seperate components?

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avatar image SolAZDev · Apr 18, 2016 at 04:05 PM 0
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Bump? Hm...

avatar image SolAZDev · Apr 20, 2016 at 01:15 AM 0
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Bump2? ;-;

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