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Question by Martix10 · Mar 27, 2015 at 05:28 PM · physicsroll a ballartificial intelligence

Roll-a-Ball enemy ball AI

Hi everyone, well i watched the "roll-a-ball" tutorial and I got a good result after all. Now I'm trying to add some "bad balls", but I'm getting some problems with the AI. I'm using navmesh to do it, but when the bad ball hits the player nothing happens, it keeps hitting the player but didn't pushes him.

This is the code of the enemy ball:

 using UnityEngine;
 using System.Collections;
 
 public class Enemy : MonoBehaviour {
 
     Transform player;
     NavMeshAgent nav;
 
 
     
     void Awake () 
     {
         player = GameObject.FindGameObjectWithTag ("Player").transform;
 
         nav = GetComponent <NavMeshAgent> ();
     }
     
     
     void Update () 
     {
         nav.SetDestination (player.position);
     }
 }
 

What I'm doing wrong ? :\

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Answer by ExplodingCookie · Mar 28, 2015 at 12:40 PM

Non-rigidbodies do not apply forces to Rigidbodies. Try adding a Kinematic Rigidbody to the bad ball to get a pushing effect. The other option is to get a script with an OnCollisionEnter that applies force in the direction the bad ball is going upon contact.

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avatar image Martix10 · Mar 28, 2015 at 03:38 PM 0
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Great that worked! To do it with scripts how can I detect the direction to aply to force to it ?

avatar image ExplodingCookie · Mar 28, 2015 at 07:51 PM 0
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The simplest way is to force the bad ball to face toward the good ball by using

 function Update () {
     transform.LookAt(//Good Ball reference here);
 }

Then you can use

 transform.TransformDirection(Vector3.forward);

to get the direction of the force.

Then use

 goodBall.GetComponent.<Rigidbody>().AddForce(forwardVector * theForce);

to apply the force.

The syntax for the GetComponent may not be right. I'm not used to the new system yet.

avatar image Martix10 · Mar 29, 2015 at 12:37 AM 0
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O$$anonymous$$, by doing this I have to disable the $$anonymous$$inematic in the bad ball RigidyBody ?

avatar image ExplodingCookie · Mar 29, 2015 at 01:55 AM 0
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$$anonymous$$inematic prevents the bad ball from having the physics engine mess up the Nav behavior. Turning $$anonymous$$inematic off is not what you want.

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