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Enemy AI Script, Enemy AI randomly stopping
I got this enemy AI script from this youtube tutorial. For some reason my character keeps stopping in random spots, or try to go through an object like a cube and get caught. Any Idea what the problem could be. the logic seems to make sense.
https://www.youtube.com/watch?v=UjkSFoLxesw
using UnityEngine;
using UnityEngine.AI;
public class EnemyAiTutorial : MonoBehaviour
{
 public NavMeshAgent agent;
 public Transform player;
 public LayerMask whatIsGround, whatIsPlayer;
 public float health;
 //Patroling
 public Vector3 walkPoint;
 bool walkPointSet;
 public float walkPointRange;
 //Attacking
 public float timeBetweenAttacks;
 bool alreadyAttacked;
 public GameObject projectile;
 //States
 public float sightRange, attackRange;
 public bool playerInSightRange, playerInAttackRange;
 private void Awake()
 {
     player = GameObject.Find("PlayerObj").transform;
     agent = GetComponent<NavMeshAgent>();
 }
 private void Update()
 {
     //Check for sight and attack range
     playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);
     playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);
     if (!playerInSightRange && !playerInAttackRange) Patroling();
     if (playerInSightRange && !playerInAttackRange) ChasePlayer();
     if (playerInAttackRange && playerInSightRange) AttackPlayer();
 }
 private void Patroling()
 {
     if (!walkPointSet) SearchWalkPoint();
     if (walkPointSet)
         agent.SetDestination(walkPoint);
     Vector3 distanceToWalkPoint = transform.position - walkPoint;
     //Walkpoint reached
     if (distanceToWalkPoint.magnitude < 1f)
         walkPointSet = false;
 }
 private void SearchWalkPoint()
 {
     //Calculate random point in range
     float randomZ = Random.Range(-walkPointRange, walkPointRange);
     float randomX = Random.Range(-walkPointRange, walkPointRange);
     walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);
     if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))
         walkPointSet = true;
 }
 private void ChasePlayer()
 {
     agent.SetDestination(player.position);
 }
 private void AttackPlayer()
 {
     //Make sure enemy doesn't move
     agent.SetDestination(transform.position);
     transform.LookAt(player);
     if (!alreadyAttacked)
     {
         ///Attack code here
         Rigidbody rb = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent<Rigidbody>();
         rb.AddForce(transform.forward * 32f, ForceMode.Impulse);
         rb.AddForce(transform.up * 8f, ForceMode.Impulse);
         ///End of attack code
         alreadyAttacked = true;
         Invoke(nameof(ResetAttack), timeBetweenAttacks);
     }
 }
 private void ResetAttack()
 {
     alreadyAttacked = false;
 }
 public void TakeDamage(int damage)
 {
     health -= damage;
     if (health <= 0) Invoke(nameof(DestroyEnemy), 0.5f);
 }
 private void DestroyEnemy()
 {
     Destroy(gameObject);
 }
 private void OnDrawGizmosSelected()
 {
     Gizmos.color = Color.red;
     Gizmos.DrawWireSphere(transform.position, attackRange);
     Gizmos.color = Color.yellow;
     Gizmos.DrawWireSphere(transform.position, sightRange);
 }
 
               } 29
I haven't read the whole thing but I can see one issue with this script.
Where you have the three states:
  if (!playerInSightRange && !playerInAttackRange) Patroling();
  if (playerInSightRange && !playerInAttackRange) ChasePlayer();
  if (playerInAttackRange && playerInSightRange) AttackPlayer();
 
                  There's a possibility of a fourth state of when
 (!playerInSightRange && playerInAttackRange) DoSomethingElse()
 
                  So if your player's sightRange is less than your player's attackRange everything would stop
Your answer
 
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