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Question by Fubiou · Jun 22, 2011 at 08:48 PM · rigidbodyenemyvelocityconstantforcemode

Rigidbody enemy Forcemode.VelocityChange

Hello there, I am trying to make a simple enemy that looks and chases the player with a constant velocity using Rigidbody ForceMode.VelocityChange, at the begining it works well but for some reason the enemy follows another direction, what am I doing wrong?!

ex:

 var velo = 1.0;
 
 function FixedUpdate () {
 
    var Player = gameObject.FindWithTag("Player").transform;
 
    transform.LookAt(Vector3(Player.position.x,transform.position.y,Player.position.z)); 
    rigidbody.AddRelativeForce(transform.forward * velo, ForceMode.VelocityChange);
 
 }
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avatar image Dreamblur · Jun 22, 2011 at 09:02 PM 0
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I'm not sure if this'll help, but try changing transform.forward to Vector3.forward. AddRelativeForce already converts the supplied Vector3 to local coordinates and supplying it with a Vector3 already containing local coordinates (i.e., Transform.forward) might be producing unintended output.

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Answer by dumyY995 · Aug 26, 2011 at 09:12 PM

try using transform.LookAt(Player); instead of that long line alsi use Vector3.forward instead of transform.forward (though it might not make a difference)

the script would be: var velo : float = 1.0;

 function FixedUpdate () 
 {
    var player = gameObject.FindWithTag("Player").transform;
 
    transform.LookAt(player); 
    rigidbody.AddRelativeForce(Vector3.forward * velo, ForceMode.VelocityChange);
 
 }

If this won't work tell me ;)

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