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Question by Danor · Jul 29, 2017 at 12:31 PM · c#movementaipathfinding

Adding Wander option to AI

Hello everyone, i'd like to add a wander function for my AI.

I instantiate a transform where they move to then it gets deleted and a new one is created, it repeats this as long as it is within viewable range but out of the player's range.

It works but the problem is that before they move towards the new location they do a couple spins, probably because of the Rotate line in Move()

Relevant parts of the script:

         public class VirusAI : MonoBehaviour {
             void Awake()
             {
                 target = player.transform;
                 myTransform = transform;
         
                 int x = Random.Range(-50, 50);
                 int z = Random.Range(-50, 50);
                 savedLoc = Instantiate(StartLoc, transform.position + new Vector3(x, 0.0f, z), transform.rotation);
             }
         
             #region Movement & Anim
             void Update()
             {
                 distance = Vector3.Distance(myTransform.position, target.position); // Check & store distance
         
                 if(distance > range * 4) return; //Stop if not viewable -> performance
         
                 if(distance < range * 2 && distance > range)  // Out of range but viewable -> Wander
                 {
                     if (Vector3.Distance(transform.position, savedLoc.transform.position) < stop)
                     {
                         StartCoroutine(NewTarget()); //Create new random position
                     } else {
                     Move(savedLoc.transform); //Wander to next position
                     }
                 }
 
                 if (distance <= range)
                 {
                     Move(target); //Move to target(Player)
                 }
             }

             void Move(Transform target)
             {
                     //Rotate to player
                     myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
                     //Move Forward
                     if (distance > stop) //Don't get too close
                     {
                         myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
                     }
             }
           
             IEnumerator NewTarget()
             {
                 yield return new WaitForSeconds(0.5f);
                 int x = Random.Range(-50, 50);
                 int z = Random.Range(-50, 50);
                 Destroy(savedLoc); //Remove old and create new location to "wander" to
                 savedLoc = Instantiate(StartLoc, transform.position + new Vector3(x, 0.0f, z), transform.rotation);
             }
             #endregion
         }
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avatar image toddisarockstar · Jul 29, 2017 at 03:38 PM 0
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try putting your rotation line inside " if (distance > stop)" brackets.

avatar image Danor toddisarockstar · Jul 29, 2017 at 03:58 PM 0
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unfortunately it's the same

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Best Answer

Answer by Danor · Jul 29, 2017 at 04:42 PM

I have no idea why this worked but i wanted to prevent NPC's moving in wrong directions and did so by checking the difference in distance between the old and new locations and for some reason the spinning is also gone, i don't understand it and i know it wasn't the wander bool because i tried that already but either way it works now, i'm happy ;)

 IEnumerator NewTarget()
     {
         wander = false;
         yield return new WaitForSeconds(0.5f);
         while (!wander)
         {
             int x = Random.Range(-50, 50);
             int z = Random.Range(-50, 50);
             prevLoc = savedLoc;
             savedLoc = Instantiate(Location, transform.position + new Vector3(x, 0.0f, z), transform.rotation);
             if (Vector3.Distance(savedLoc.transform.position, target.position) < Vector3.Distance(prevLoc.transform.position, target.position))
             {
                 Destroy(prevLoc); //Remove old savedLoc since there's a new one that's closer
                 wander = true;
             }
         }
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