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Question by importguru88 · Aug 19, 2016 at 05:10 PM · playercollidershowenemyaihow-to

How do I stop colliders from going against each other / The enemy ai and player wont stop going against each other

I have a collider attach to the player and it's not trigger . I have a nav mesh agent attach to the enemy ai . When the player enter the enemy ai radius the colliders go against each and its hard for the player to get away from the enemy ai when it near . I did some test I found out the is only the nav mesh agent causing this problem . I am really stuck on this problem . How do I get around this ?

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avatar image OsmiousH · Aug 19, 2016 at 05:15 PM 0
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Is the enemy AI radius a trigger

avatar image importguru88 OsmiousH · Aug 19, 2016 at 05:51 PM 0
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Do you mean the nav mesh ?

avatar image importguru88 OsmiousH · Aug 19, 2016 at 05:52 PM 0
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I don't use nav mesh . This is what I have now :

 using UnityEngine;
  using System.Collections;
  
   public class Enemyai : $$anonymous$$onoBehaviour {
   public Transform Player;
   Animator anim;
 
       void Start () 
       {
               anim = GetComponent<Animator> ();
       }
       
       public void Stop(){
       anim.SetBool("is$$anonymous$$ove", false);
       anim.SetBool("isAttacking", false);
       anim.SetBool("isIdling", true);
       this.enabled = false;
       //Or if you want to destroy the AI script completely
       //Destroy(this)
   }
  
 
   
       void Update () 
       {
          
         float speed = 0.9f;
       if (Vector3.Distance(Player.position, this.transform.position) < 10000f)
           {
 
 
               Vector3 direction = Player.position - this.transform.position;
               direction.y = 0;
               this.transform.rotation = Quaternion.Slerp (this.transform.rotation,Quaternion.LookRotation(direction), 0.1f);
               
               anim.SetBool("isIdling",false);
               if(direction.magnitude > 1 )
               {
 
 
                   this.transform.Translate(0,0,0.15f);
                   anim.SetBool("is$$anonymous$$ove",true);
                   anim.SetBool("isAttacking",false);
                   }
               else
               {
                   anim.SetBool("isAttacking",true);
                   anim.SetBool("is$$anonymous$$ove",false);
                   
               }
           }
          else
          {
              anim.SetBool("isIdling",true);
              anim.SetBool("is$$anonymous$$ove",false);
              anim.SetBool("isAttacking",false);
              
          }
       
  }
 
       
  }
 
       
   
   

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