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Question by MrVeiski · Sep 25, 2018 at 10:03 PM · unity 2denemy ai

My enemy gameobjects are merging into one when I want them to follow me in 2D, need some help.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

/This code is for the area where enemies are following the player, don't worry about this code, first year when coding :)/

 public class BirdAIMovement : MonoBehaviour {
     public float Speed;
     private Transform Target;
     // Use this for initialization
     void Start () {
         Target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
     }
     
     // Update is called once per frame
     void Update () {
         if (this.gameObject.tag == "Bird")
         {
             if (GameObject.FindGameObjectWithTag("Player").transform.position.y >= 86f && GameObject.FindGameObjectWithTag("Player").transform.position.y <= 113.4f)
             {
                 Movement();
             }
         }
         if (GameObject.FindGameObjectWithTag("Player").transform.position.y <= 333.8f && GameObject.FindGameObjectWithTag("Player").transform.position.y >= 293.8f && GameObject.FindGameObjectWithTag("Player").transform.position.x >= 0f && GameObject.FindGameObjectWithTag("Player").transform.position.x <= 23f)
         {
             Movement();
         }
     }
     void Movement()
     {
         transform.position = Vector2.MoveTowards(transform.position, Target.position, Speed * Time.deltaTime);
     }
     
 
 
 }
 
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Answer by Casiell · Sep 26, 2018 at 07:49 AM

I physically can't not care about this code. You cached your player in Start method, why are you looking for it later? You already have it!

All the "Find" methods are quite expensive, it's best practice to just cache it once (you already do this) and then reuse it. In each update you are looking for your player 5 times per BirdAI, I'm suprised you don't have performance problems.

As for your problem: you don't have any code that prevents enemies from bumping into each other. Do your enemies have Rigidbodies and Colliders? If yes then you should move them via Rigidbody.MovePosition instead (so the collisions are applied before movement) and move your code into FixedUpdate

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