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Question by aharris615 · Dec 10, 2016 at 07:31 AM · 2d game2d-physics

enemy skips to point instead of sliding to point

this is the code for my enemy controller

 using UnityEngine;
 using System.Collections;
 using UnityEngine.SceneManagement;
 
 public class SlimeController : MonoBehaviour {
     
     public float moveSpeed;
 
     private Rigidbody2D myrigidbody;
 
     private bool moving;
 
     public float timeBetweenMove;
     private float timeBetweenMoveCounter;
     public float timeToMove;
     private float timeToMoveCounter;
 
     private Vector3 moveDirection;
 
     public float waitToReload;
     private bool reloading;
     private GameObject thePlayer;
 
     void Start () 
     {
         myrigidbody = GetComponent<Rigidbody2D> ();
 
         //timeBetweenMoveCounter = timeBetweenMove;
         //timeToMoveCounter = timeToMove;
 
         timeBetweenMoveCounter = Random.Range(timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
         timeToMoveCounter = Random.Range(timeToMove * 0.75f, timeBetweenMove * 1.25f);
     }
     
 
     void Update () 
     {
         if (moving) 
         {
             timeToMoveCounter -= Time.deltaTime;
             myrigidbody.velocity = moveDirection;
 
             if (timeBetweenMoveCounter < 0f) 
             {
                 moving = false;
                 //timeBetweenMoveCounter = timeBetweenMove;
                 timeBetweenMoveCounter = Random.Range (timeBetweenMove * 0.75f, timeBetweenMove * 1.25f);
             }
         } 
 
         else 
         {
             timeBetweenMoveCounter -= Time.deltaTime;
             myrigidbody.velocity = Vector2.zero;
 
             if (timeBetweenMoveCounter < 0f) 
             {
                 moving = true;
                 //timeToMoveCounter = timeToMove;
                 timeToMoveCounter = Random.Range(timeToMove * 0.75f, timeBetweenMove * 1.25f);
 
                 moveDirection = new Vector3(Random.Range (-1f, 1f) * moveSpeed, Random.Range (-1f, 1f) * moveSpeed, 0f);
             }
         }
 
         if (reloading) 
         {
             waitToReload -= Time.deltaTime;
             if (waitToReload < 0) 
             {
                 SceneManager.LoadScene(SceneManager.GetActiveScene().name);
                 thePlayer.SetActive (true);
             }
 
         }
     }
 
     void OnCollisionEnter2D(Collision2D other)
     {
         /* if (other.gameObject.name == "Character") 
         {
             other.gameObject.SetActive (false);
             reloading = true;
             thePlayer = other.gameObject;
         } */
     }

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avatar image AlwaysSunny · Dec 10, 2016 at 07:31 AM 1
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Take care to always format your code correctly with the 101010 button. This has been done for you.
Also note that the longer your code snippet is, the less likely you are to receive help.
In most cases we'll need a lot more of a description too.
Describe what you mean by skipping / sliding.

Based on your choice of words, what might be happening is that you're setting the velocity one frame, then immediately zeroing out that velocity the next? Check your logic to see if that could be the problem.

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