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Question by chrisall76 · Apr 24, 2014 at 05:44 AM · aienemynavmesh

How to make a enemy dodge/sidestep?

Hi all.
I'm making a AI solution that I may put up on the asset store soon, but I need one more part to finish it. For enemy dodging, I have all the needed information (the enemy figures out if it needs to dodge or not based on the information it get's from it's avoidance area), but now I need to know how to actually make it dodge? It uses navmesh, but I want the enemy to move like he's side-stepping, not turning and walking to a position. Here's my code for the dodge state he would be in.

 using UnityEngine;
 using System.Collections;
 
 public class ArcherDodge : EnemyState{
     
     private NavMeshAgent agent;
     private Archer archerRef;
     private PhotomManager manager;
     public GameObject[] Player;
     public float MoveSpeed;
     
     public override void Initialize (){
         agent = me.GetComponent<NavMeshAgent> ();
         manager = GameObject.Find ("MPHandler").GetComponent<PhotomManager>();
         archerRef = me.GetComponent<Archer> ();
         Player = manager.AllPlayers;
     }
     
     public override bool MeetsConditions (){
         
         return (archerRef.Avoidance.canSee == true);
     }
     
     public override void EnterState (){
         agent.speed = archerRef.DodgeSpeed;
     }
     
     public override void RunLogic (){
         agent.SetDestination (new Vector3(0, 0, 0));
     }
     
     public override void ExitState (){
         agent.speed = archerRef.WalkSpeed;
     }
 }


For now it goes to 0, as I wanted something their to test if it was working. Now how would I go about him side-stepping instead to his left or right?

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Answer by Red Titan Studios · Apr 24, 2014 at 09:08 PM

get the archer's current position and add/subtract some distance to x or z. agent.SetDestination (new Vector3(transform.position.x + 10F, transform.position.y, transform.position.z));

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