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Question by PopeZandy · Jul 04, 2018 at 06:51 AM · c#transform.positionarray of gameobjects

Making a perimeter for AI Agents, why are they not being detected?

I'm having difficulty in doing a particular bit of logic. I want any number of AI to make decisions based on their proximity to a particular object.

If they are within a certain limit, they will act a certain way, and if they are within an even smaller limit, they will react yet another way.

The issue is, I'm not exactly sure how to do this.

I've created a script that allows us to choose what kind of perimeter around the object we want (it varies between levels).

As a simple attempt, I've filled out script which creates a box around a central point.

To test AI interaction, I placed several object transforms in an array and tried to get the script to detect those objects.

However, the script never detects them.

I suspect there's something wrong in my logic but I could really use help as far as the organization of this code in general also. If anyone has a better solution for my problem then what I've come up with, I'm all ears.

Specifically though I want to know WHY these objects aren't being detected by my proximity script.

I've taken out the defining of the box's vectors in this code snippet.

private void RectangleLogic() { for (int i = 0; i < interactingAgent.Length; i++) { if (interactingAgent[i]) { if ( interactingAgent[i].transform.position.x > patrolBottomLeftFront.x && interactingAgent[i].transform.position.x < patrolBottomRightFront.x && interactingAgent[i].transform.position.z > patrolBottomLeftFront.z && interactingAgent[i].transform.position.z < patrolBottomLeftFront.z && interactingAgent[i].transform.position.y > perimeterCenter.transform.position.y && interactingAgent[i].transform.position.y < perimeterCenter.transform.position.y + height ) { Debug.Log("Patrol State Activated for " + interactingAgent[i].name); } else if ( interactingAgent[i].transform.position.x > chaseBottomLeftFront.x && interactingAgent[i].transform.position.x < chaseBottomRightFront.x && interactingAgent[i].transform.position.z > chaseBottomLeftFront.z && interactingAgent[i].transform.position.z < chaseBottomLeftFront.z && interactingAgent[i].transform.position.y > perimeterCenter.transform.position.y && interactingAgent[i].transform.position.y < perimeterCenter.transform.position.y + height ) { Debug.Log("Chase State Activated for " + interactingAgent[i].name); } } } }

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Answer by tiredamage42 · Jul 07, 2018 at 06:42 PM

Try using unity's Bounds struct. You can set up the area using bounds.center and bounds.size. And then figure out if any position is within the bounds using bounds.contains(position)

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avatar image tiredamage42 · Jul 07, 2018 at 06:43 PM 0
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Or better yet just change the state basedon the distance to the object. Unless you need the area around the agent to be rectangular.

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