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Question by Krullmizter · Dec 06, 2020 at 08:05 PM · movementnavmeshwaypoint system

Continuous movement with waypoint systems, and NavMesh agent

Hello, I'm creating a 3D game where I want to make my player gameobjects continuously move around to a set amount of waypoints in a random sequence. I take advantage of a waypoint system made up of empty gameobjects scattered around my scene. I then have a set amount of player gameobjects that move towards these waypoints based upon a random number, and using the NavMesh Agent component for the movement. I have a box collider set upon each of these waypoints, and I check if OnTriggerEnter on these waypoints to once more calculate a new random destination for the player object to travel to. This code works quite well I'm experiencing some jittering once in a while on the player objects.


I think that there might be a better way to:

  • Check if a player and waypoint have collided (not using a collider for the waypoints)

  • Then based upon that, choose a new random waypoint for that specific player to travel to.


Here is the Walking.cs script that I have attached to each of my player gameobjects:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Walking : MonoBehaviour {
     public GameObject[] waypoints;
     public int random;
     public UnityEngine.AI.NavMeshAgent player;
 
     void Start() {
         waypoints = GameObject.FindGameObjectsWithTag("Waypoint");
         random = Random.Range(0, waypoints.Length);
 
         player = GetComponent<UnityEngine.AI.NavMeshAgent>();
         player.destination = waypoints[random].transform.position;        
     }
 
     void OnTriggerEnter(Collider waypoint) {
         random = Random.Range(0, waypoints.Length);
 
         if (waypoint.gameObject.tag == "Waypoint") {
             player.destination = waypoints[random].transform.position;
             Debug.Log("Triggered!");
         }
     }
 }





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