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Question by brockmcn · Sep 08, 2017 at 05:36 PM · c#aiprogrammingfollow player

Basic AI Follow Player 2D C#

Basically I want the AI to follow the player from behind at all times. I plan on using transform.rotation but I ran into some problems so I am just using an int for now. Below is what I have so far...

 public Transform playerPos;
 public float speed;
 Vector2 pos;
 Vector2 targetPos;
 int rot;

 void Start () {
     pos = transform.position;
 }

 void Update () {
     rot = GameObject.Find("Player").GetComponent<PlayerController>().rot; //Player rotation

     //Make AI always move to back of player
     if (rot == 0)
         targetPos = new Vector2(playerPos.position.x - 1, playerPos.position.y);
     else if (rot == 90)
         targetPos = new Vector2(playerPos.position.x, playerPos.position.y - 1);
     else if (rot == 180)
         targetPos = new Vector2(playerPos.position.x + 1, playerPos.position.y);
     else if (rot == 270)
         targetPos = new Vector2(playerPos.position.x, playerPos.position.y + 1);

     //Move AI to target position
     if (new Vector3(pos.x, pos.y, 0) == transform.position)
     {
         if (pos.x != targetPos.x)
         {
             if (pos.x > targetPos.x)
                 pos.x -= 1;
             else
                 pos.x += 1;
         }
         else if (pos.y != targetPos.y)
         {
             if (pos.y > targetPos.y)
                 pos.y -= 1;
             else
                 pos.y += 1;
         }
     }
     transform.position = Vector2.MoveTowards(transform.position, pos, speed * Time.deltaTime);
 }

}

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avatar image jmgek · Sep 08, 2017 at 07:18 PM 0
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What are your problems?

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Answer by smokie69 · Sep 08, 2017 at 07:24 PM

You can make the object follow the player and stop if the distance between them is less than a certain amount.

 void Update() {
     if (Vector3.Distance(transform.position, playerPosition) > minDistance) {
         transform.position = Vector2.MoveTowards(transform.position, playerPosition, 
                                                  speed * Time.deltaTime);
     }
 }

Also you should cache the player gameobject in the start method. Looking for it on every frame is very expensive.

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