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Question by Mad_Tiger_2409 · Aug 12, 2016 at 12:03 PM · rotationanimatornavmeshagent

Animation and Nav Mesh Agent - rotation problem

Hi

I'm trying to create a AI enemy by using Nav Mesh Agent and animation controller. When I setup basic AI and Nav Mesh Agent enemy follows very well. But I don't know how to properly add animation. I have a Idle and walk animation. Idle works good. The problem is that when I add a walk animation enemy can't turn.

This is a C# code for AI:

 public class Enemy_Pursuit : MonoBehaviour
     {
         public LayerMask detectionLayer;
 
         private Animator anim;
         private Transform myTransform;
         private NavMeshAgent myNavMeshAgent;
         private Collider[] hitColliders;
         private float checkRate;
         private float nextCheck;
         private float detectionRadius = 5;
 
         // Use this for initialization
         void Start()
         {
             
             SetInitialReferences();
         }
 
         // Update is called once per frame
         void Update()
         {
             CheckIfPlayerInRange();
         }
 
         void SetInitialReferences()
         {
             myTransform = transform;
             anim = GetComponent<Animator>();
             myNavMeshAgent = GetComponent<NavMeshAgent>();
             checkRate = 0.7f;
         }
 
         void CheckIfPlayerInRange()
         {
             if((Time.time > nextCheck) && (myNavMeshAgent.enabled == true))
             {
                 nextCheck = Time.time + checkRate;
                 hitColliders = Physics.OverlapSphere(myTransform.position, detectionRadius, detectionLayer);
 
                 if(hitColliders.Length > 0)
                 {
                     myNavMeshAgent.SetDestination(hitColliders[0].transform.position);
                 }
             }
         }
     }
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Answer by Mad_Tiger_2409 · Aug 12, 2016 at 02:55 PM

Ok, so I find a solution for my problem. I changed code from this topic: http://answers.unity3d.com/questions/540120/how-do-you-update-navmesh-rotation-after-stopping.html

Now it looks like this:

 public class Enemy_Pursuitv2 : MonoBehaviour
         {
             private NavMeshAgent agent;
             public float rotationSpeed = 10f;
             Transform target;
     
             void Start()
             {
                 agent = GetComponent<NavMeshAgent>();
                 GameObject player = GameObject.Find("Player");
                 target = player.transform;
             }
     
             void Update()
             {
     
                 // Code here that decides what target is
     
                 MoveTowards(target);
                 RotateTowards(target);
             }
             private void MoveTowards(Transform target)
             {
                 agent.SetDestination(target.position);
             }
     
             private void RotateTowards(Transform target)
             {
                 Vector3 direction = (target.position - transform.position).normalized;
                 Quaternion lookRotation = Quaternion.LookRotation(direction);
                 transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * rotationSpeed);
             }
         }

Then I added walk animation to animation controller and it works :)

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