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Question by falconer · Feb 20, 2013 at 07:27 PM · carracing game

AI car Issue!

Hello, I'm building a racing car game and I'm using waypoints and the seeksteer.js script to make the AI cars move towards the waypoints that i have made on the track, but the car is following only the first few waypoints and then it returns back sometimes and other times it behaves in an unexpected manner. Any siggestions to where or what I can do to solve this issue?

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avatar image ATMEthan · Feb 20, 2013 at 07:53 PM 0
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Posting the code helps us all debug your problem! :D

avatar image falconer · Feb 20, 2013 at 07:59 PM 0
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 var waypoints : Transform[];
     var waypointRadius : float  = 1.5;
     var damping : float = 0.1;
     var loop : boolean = false;
     var speed : float = 2.0;
     var faceHeading : boolean = true;
  
     private var targetHeading : Vector3;
     private var currentHeading : Vector3;
     private var targetwaypoint : int;
     private var xform : Transform;
     private var useRigidbody : boolean;
     private var rigidmember : Rigidbody;
  
  
     // Use this for initialization
    function Start() {
         xform = transform;
         currentHeading = xform.forward;
         if(waypoints.Length<=0)
         {
             Debug.Log("No waypoints on "+name);
             enabled = false;
         }
         targetwaypoint = 0;
         if(rigidbody!=null)
         {
             useRigidbody = true;
             rigidmember = rigidbody;
         }
         else
         {
             useRigidbody = false;
         }
     }
  
  
     // calculates a new heading
     function FixedUpdate() {
         targetHeading = waypoints[targetwaypoint].position - xform.position;
  
         currentHeading = Vector3.Lerp(currentHeading,targetHeading,damping*Time.deltaTime);
     }
  
     // moves us along current heading
     function Update(){
  
         if(useRigidbody)
             rigidmember.velocity = currentHeading * speed;
         else
             xform.position +=currentHeading * Time.deltaTime * speed;
         if(faceHeading)
             xform.LookAt(xform.position+currentHeading);
  
         if(Vector3.Distance(xform.position,waypoints[targetwaypoint].position)<=waypointRadius)
         {
             targetwaypoint++;
             if(targetwaypoint>=waypoints.Length)
             {
                 targetwaypoint = 0;
                 if(!loop)
                     enabled = false;
             }
         }
     }
  
  
     // draws red line from waypoint to waypoint
     function OnDrawGizmos(){
  
         Gizmos.color = Color.red;
         for(var i : int = 0; i< waypoints.Length;i++)
         {
            var pos : Vector3 = waypoints[i].position;
             if(i>0)
             {
                 var prev : Vector3 = waypoints[i-1].position;
                 Gizmos.DrawLine(prev,pos);
             }
         }
     }

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Answer by RetepTrun · Feb 20, 2013 at 08:25 PM

I think I tried that script from the wiki awhile ago and it worked ok.

Perhaps rename all waypoints clearly to make sure nobody is double counted, and they are all in the right order. name them wpt1, wpt2..... in the order they are to be followed.

Also lay them out on a flat place to make sure its not just the car doesnt have the power to make it uphill.

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