Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by emek12 · Aug 06, 2013 at 03:57 AM · fpsaienemy aizombie

Enemy AI Range Detection

So far I gave my enemy a charcater controller, and it follows me everywhere I go, but I want to make it so that if Im within a certain distance it`ll follow me. Heres my code

  var target : Transform;  //the player
     var speed : float = 10;  // the speed
     var controller:CharacterController;
     function Start(){
         controller = gameObject.GetComponent(CharacterController);
     }
     function Update(){
         transform.LookAt(target);  // the NPC looks at the player
         // Here you access the Character Controller component and move your NPC with SimpleMove() giving the speed and the direction(forward).
         //As the NPC is looking at you, forward is in your direction.
         controller.SimpleMove(speed*transform.forward);
         
       }
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by cdrandin · Aug 06, 2013 at 04:31 AM

  var target : Transform;  //the player
     var speed : float = 10;  // the speed
     var controller:CharacterController;
     var aiDetectinRange : float 6;
 
     function Start(){
         controller = gameObject.GetComponent(CharacterController);
     }
     function Update(){
         transform.LookAt(target);  // the NPC looks at the player
         // Here you access the Character Controller component and move your NPC with SimpleMove() giving the speed and the direction(forward).
         //As the NPC is looking at you, forward is in your direction.
 
         // distance between the current object and the player, if within the distance then move
         if( Vect3.Distance(target.transorm.position,transform.position) < aiDetectionRange) )
             controller.SimpleMove(speed*transform.forward);
  
       }
     }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by emek12 · Aug 06, 2013 at 05:25 AM

This didnt work, the enemy stays in one spot, even when Im right in front of its face

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cdrandin · Aug 06, 2013 at 06:30 AM 0
Share

print out the display and see what values you are getting. You want the distance between both player and object. So, check out the docs for how to use it

avatar image
0

Answer by Jtbentley_v2 · Aug 06, 2013 at 08:29 AM

aiDetectinRange is spelled wrong. You check against aiDetectionRange, which if you aren't using #pragma strict in the header of the script will dynamically be declared..

I also thought it was Vector3.Distance(a,b)? If Vect3.Distance works, cool.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image cdrandin · Aug 06, 2013 at 08:39 AM 0
Share

haha you are right. yeah sorry. Should have double check what I write.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

FPS RIGIDBODY PROBLEM 1 Answer

zombie ai script 1 Answer

Spawner + AI control 2 Answers

How to start making a android Game 1 Answer

Deal damage on collision 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges