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Question by TheGingerWoods · Oct 16, 2019 at 11:28 AM · terrainenemyjumpenemy aiy-axis

How to move an object across terrain?

I have these enemies that follow the player when it comes within the enemies range, but when I jump or walk down a hilly terrain the enemy stays floating in the air while still following the player. So how do I make it that the enemy stays on the terrain whilst the player is walking down the terrain or jumping

public class SpiderFollow : MonoBehaviour {

 public GameObject player;
 public float targetDistance;
 public float allowedRange = 20;
 public GameObject enemy;
 public float enemySpeed;
 public int attackTrigger;
 public RaycastHit shot;
 public Collider playerTrigger;

 public int isAttacking;
 public GameObject screenFlash;
 public AudioSource hurt01;
 public AudioSource hurt02;
 public AudioSource hurt03;
 public int painSound;

 void Update()
 {
     transform.LookAt(player.transform);
     if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out shot))
     {
         targetDistance = shot.distance;
         if (targetDistance < allowedRange)
         {
             enemySpeed = 0.1f;
             if (attackTrigger == 0)
             {
                 enemy.GetComponent<Animation>().Play("walk");
                 transform.position = Vector3.MoveTowards(transform.position, player.transform.position, enemySpeed);
             }
         } else
         {
             enemySpeed = 0;
             enemy.GetComponent<Animation>().Play("idle");
         }
     }
     if (attackTrigger == 1)
     {
         if (isAttacking == 0)
         {
             StartCoroutine(EnemyDamage());
         }
         enemySpeed = 0;
         enemy.GetComponent<Animation>().Play("attack");
     }
 }

 void OnTriggerEnter(Collider other)
 {
     if (other.tag == "Player")
     {
         attackTrigger = 1;
     }
 }

 void OnTriggerExit()
 {
     attackTrigger = 0;
 }

 IEnumerator EnemyDamage()
 {
     isAttacking = 1;
     painSound = Random.Range(1, 4);
     yield return new WaitForSeconds(0.4f);
     screenFlash.SetActive(true);
     GlobalHealth.playerHealth -= 2;
     if (painSound == 1)
     {
         hurt01.Play();
     }
     if (painSound == 2)
     {
         hurt02.Play();
     }
     if (painSound == 3)
     {
         hurt03.Play();
     }
     yield return new WaitForSeconds(0.05f);
     screenFlash.SetActive(false);
     yield return new WaitForSeconds(0.5f);
     isAttacking = 0;
 }

}

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avatar image tormentoarmagedoom · Oct 16, 2019 at 12:27 PM 1
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using Nav$$anonymous$$esh System

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