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Enemy floating problem
I am making a horror game, and my zombie, which follows my player, after it walk a few meters it's Y position increases from 0 to about 2 and it keeps walking. How to fix that? var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning
var myTransform : Transform; //current transform data of this enemy
var isNotDead : boolean = true;
var health : float = 100;
function Awake()
{
myTransform = transform; //cache transform data for easy access/preformance
}
function Start()
{
target = GameObject.FindWithTag("Player").transform; //target the player
}
function Update () {
if(health < 1){
isNotDead = false;
animation.Play("die");
Destroy(gameObject, 1);
}
if(isNotDead){
//rotate to look at the player
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
var distance = Vector3.Distance(target.position, myTransform.position);
if (distance < 3.0f) {
animation.Play("attack1");
}
else{
//move towards the player
myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
animation.Play("walk1");
}
}
}
function ApplyDamage(dmg : float){
health -= dmg;
}
Answer by robertbu · May 09, 2013 at 04:52 PM
You move your enemy by translating using Transform.forward (line 38). On lines 27 and 28 you calculate the rotation. I expect the height/Y position of the target is higher than the height/Y position of the enemy. This means the enemy will look up a bit at the target when the enemy is standing on the ground, which means when you translate, the enemy will rise. To fix it you can bring the 'Y' position of the vector used in LookRotation down to the level of the enemy:
var v3 = target.position - myTransform.position;
v3.y = transform.y;
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(v3), rotationSpeed*Time.deltaTime);
Take likes 27 and 28 and replace them with these four lines.
Hmm, doesn't seem to work, now the zombie just walks without moving, and does nothing..
I cannot see anything in my lines that would break your code. Undo your change, verify that the code works, and try again. You are replacing these two lines:
myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
Which is one statement. $$anonymous$$y code only precalculates 'target.position - myTransform.position' and brings the 'Y' down.