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Question by Ujean917 · Feb 03, 2015 at 02:48 AM · c#scriptingbasicstranslate

GameObjects are moving incredibly fast, possibly make slower?

Hello, I have these game objects that I was going to make chase the player in a forward moving rail shooter. However, the enemies moves incredibly fast and leaves almost no time for the player to react making this unfair. What I am asking is some advice on how to make the enemies slow down at an appropriate speed. I would appreciate any advice and thanks in advance. Here is the script I have been working on for awhile that I can't get the speed quite right:

 using UnityEngine;
 using System.Collections;
 
 public class EnemyAIMelee : MonoBehaviour 
 {
     private bool AttackStatus;
     public float attackDistance = 5.0f;
     public float chaseSpeed = 0.01f;
 
     private bool unlockAI;
     public GameObject playerCharacterManager;
 
     // Use this for initialization
 
     void Start()
     {
         playerCharacterManager = GameObject.FindGameObjectWithTag ("PlayerCharacterManager");
         AttackStatus = false;
         unlockAI = true;
     }
     
     // Update is called once per frame
     void Update () 
     {
         if (AttackStatus == true) 
         {
             MovingAI ();
         }
     }
 
     void MovingAI()
     {
         if(unlockAI == true)
         {
             
             transform.rotation = Quaternion.LookRotation(transform.position - playerCharacterManager.transform.position);
 
             transform.position = Vector3.MoveTowards (transform.position, playerCharacterManager.transform.position, chaseSpeed);
 
             Debug.Log ("MovingAI has been reached");
             
             SendMessage ("EnemyMovingAnimation", true);
 
             float distance = Vector3.Distance(playerCharacterManager.transform.position, transform.position);
             
             if(distance<=attackDistance)
             {
                 AttackAI();
             }
         }
     }
 
     void AttackAI()
     {
         unlockAI =false;
         int numOfSwings = 1;
         while (numOfSwings > 0) 
         {
             SendMessage ("EnemyAttackAnimation", true);
             numOfSwings--;
         }
         SendMessage ("EnemyAttackAnimation", false);
 
         Debug.Log ("AttackAI has been reached");
         Invoke ("WaitTime",5.0f);
     }
     
     void WaitTime()
     {
         //SendMessage ("EnemyAttackAnimation", false);
         unlockAI =true;
     }
 
     void BeginTheAttack(bool chase)
     {
         AttackStatus = chase;
     }
 }

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Answer by cdrandin · Feb 03, 2015 at 03:35 AM

Try including a Time.deltatime multiplying against your resulting speed.

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