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Question by raijss · Apr 30, 2017 at 06:20 PM · c#unity 5rigidbody

When I add a rigidbody, it disables all my sounds in the game?

I had some AI that walked through objects in the scene, therefore I added rigidbodies to them and changed the script - that chases the player - accordingly. The AI now cannot walk through objects with colliders, however now my background music is not working and other sounds, such as, vehicle noise. However, my reload clicks are working.

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avatar image Matthewj866 · Apr 30, 2017 at 11:08 PM 0
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Hi there, this isn't really enough to go on. Can you try to narrow down where the problem might be and post some code snippets?

avatar image raijss Matthewj866 · May 01, 2017 at 06:28 PM 0
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Here is the script that controls the AI, I have used transform now ins$$anonymous$$d of rigidbodies because I needed my music to work, now they are walking through objects in the scene, any way to prevent this?

 using UnityEngine;
 using System.Collections;
 using UnityEngine.AI;
 
 public class ZombieHoardController : $$anonymous$$onoBehaviour
 {
     private Nav$$anonymous$$eshAgent nav$$anonymous$$eshAgent;
     public Transform target;
 
     private Animator myAnimator;
     public bool chaseTarget = true;
     public float stoppingDistance = 2.5f;
     public float delayBetweenAttacks = 1.5f;
     private float attackCooldown;
 
     private float distanceFromTarget;
 
     public int damage = 1;
     private PlayerHealth playerHealth;
 
     // Use this for initialization
     void Start()
     {
         nav$$anonymous$$eshAgent = GetComponent<Nav$$anonymous$$eshAgent>();
         myAnimator = GetComponent<Animator>();
 
         nav$$anonymous$$eshAgent.stoppingDistance = stoppingDistance;
         attackCooldown = Time.time;
 
         playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerHealth>();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (Vector3.Distance(target.position, this.transform.position) < 15)
         {
             Vector3 direction = target.position - this.transform.position;
             direction.y = 0;
 
             this.transform.rotation = Quaternion.Slerp(this.transform.rotation, Quaternion.LookRotation(direction), 0.1f);
 
             ChaseTarget();
         }
 
         else
         {
             myAnimator.SetBool("isIdle", true);
 
             //Turn running off
             myAnimator.SetBool("isChasing", false);
             chaseTarget = false;
         }
     }
 
     void ChaseTarget()
     {
         distanceFromTarget = Vector3.Distance(target.position, transform.position);
 
         if (distanceFromTarget >= stoppingDistance)
         {
             chaseTarget = true;
         }
         else
         {
             chaseTarget = false;
             Attack();
         }
 
         if (chaseTarget)
         {
             nav$$anonymous$$eshAgent.SetDestination(target.position);
             myAnimator.SetBool("isChasing", true);
         }
         else
         {
             myAnimator.SetBool("isChasing", false);
         }
     }
 
     void Attack()
     {
         if (Time.time > attackCooldown)
         {
             playerHealth.TakeDamage(damage);
 
             myAnimator.SetTrigger("Attack");
             attackCooldown = Time.time + delayBetweenAttacks;
         }
     }
 
 }

avatar image Matthewj866 raijss · May 02, 2017 at 12:46 AM 0
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$$anonymous$$anipulating the transform ignores physics, so that's where your clipping problem is. As for the music not working, at what point does it stop working? I'm seeing no audio manipulation in this class.

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