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Question by Superbhaley · Mar 12, 2018 at 02:19 AM · collisionaienemy

Enemies passing throught walls in fps game need help fixing this

Hi this is Richard Haley I have had asked questions before and had gotten no answer but I have this problem with the enemy AI models they keep on passing through walls in the First Person Shooter type games that I'm currently working on and I need help fixing this problem here is the script that I have been using: using UnityEngine; using System.Collections;

public class chase : MonoBehaviour {

    public Transform player;
    public Transform head;
    static Animator anim;

    string state = "patrol";
    public GameObject[] waypoints;
    int currentWP = 0;
    float rotSpeed = 0.2f;
    float speed = 1.5f;
    float accuracyWP = 5.0f;

    // Use this for initialization
    void Start ()
    {
           anim = GetComponent<Animator>();
    }

    // Update is called once per frame
    void Update ()
    {
          Vector3 direction = player.position - this.transform.position;
          direction.y = 0;
          float angle = Vector3.Angle(direction, head.up);

          if(state == "patrol" && waypoints.Length > 0)
          {
              anim.SetBool("isIdle",false);
              anim.SetBool("isWalking",true);
              if(Vector3.Distance(waypoints[currentWP].transform.position, transform.position) < accuracyWP)
             {
                    currentWP++;
                    if(currentWP >= waypoints.Length)
                    {
                         currentWP = 0;
                    }
             }

             //rotate towards waypoint
             direction = waypoints[currentWP].transform.position - transform. position;
             this.transform.rotation = Quaternion.Slerp(transform.rotation.
                                                 Quaternion.LookRotation(direction), rotSpeed * Time.deltaTime);
              this.transform.Translate(0, 0, Time.deltaTime * speed);
 }

 if(Vector3.Distance(player.position, this.transform.position) < 10 && (angle < 30 || state == "pursuing"))
 {
              currentWP = Random.Range(0,waypoints.Length);
             //currentWP++;
            //if(currentWP >= waypoint.Length)
            //{
           //   currentWP = 0;
           //}
             state = "pursuing"
             this.transform.rotation = Quaternion.Slerp(this.rotation,
                                                              Quaternion.LookRotation(direction), rotSpeed * Time.deltaTime);

             if(direction.magnitude > 5)
             {
                   this.transform.Translate(0,0,Time.deltaTime * speed);
                   anim.SetBool("isWalking", true);
                   anim.SetBool("isAttacking",false);
            }
            else
            {
                  anim.SetBool("isAttacking",true);
                  anim.SetBool("isWalking",false);
                  state = "patrol"
            }

 }

}

I have also been using both the Mesh Colliders and the Rigidbodies so I hope that this is the right script but none the less some please help me out.

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