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Question by Vish_2o · Oct 18, 2020 at 10:31 PM · c#unity 5vector3unity5distance

Distance is always zero

My problem hits every enemy script I have, but for one specific script its fatal :D When I play it, it prints me, that distance is zero and setBurn sets to true. And I dont want that :D Does anyone know what the problem is and how to solve it?

 GameObject player;
 Rigidbody rb;
 GameManager gameManager;

 float distanceToSee, distanceToShoot, distance;
 Vector3 direction;
 float _speed;

 bool setBurn = false;

 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     rb = this.gameObject.GetComponent<Rigidbody>();

     distanceToShoot = 5; //UnityEngine.Random.Range(3,7);
     distanceToSee = UnityEngine.Random.Range(20, 30);
     gameManager = (GameManager)FindObjectOfType(typeof(GameManager));


 }

 // Update is called once per frame
 void Update()
 {
     distance = Vector3.Distance(player.transform.position, this.transform.position);
     direction = (player.transform.position - this.transform.position).normalized;
 }

 private void FixedUpdate()
 {
     
     
     if (distance < distanceToSee && distance > distanceToShoot && !setBurn)
     {
         Debug.Log("isnt set burn");
         this.transform.LookAt(player.transform);
         transform.position = Vector3.MoveTowards(this.transform.position, player.transform.position, 8 * Time.deltaTime);
     }

     if(distance < distanceToShoot)
     {
         Debug.Log(distance + " + " + distanceToShoot);
         Debug.Log(distance < distanceToShoot);
         if (!setBurn)
         {
             Burn();
         }
     }

     if (setBurn)
     {
         rb.AddForce((direction - this.transform.position).normalized * Speed());
     }
 }

 void Burn()
 {
     setBurn = true;
     Debug.Log("setBurn is set to true");
 }

 float Speed()
 {
     _speed += _speed / 4;
     return _speed;
 }
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