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Question by ryno9788 · Jun 19, 2012 at 05:26 PM · collisionaigravityradius

Just need some ai info.

I would like an AI with two different axis. One on the X axis. One on the Y axis. I would like the AI to look at the player separately on both axis. Also I only want it to work within a certain radius. And the last thing, I know how to apply gravity but how would I do this without ignoring colliders.

transform.position.y -= gravityValue * Time.deltaTime;

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avatar image Drakestar · Jun 19, 2012 at 06:32 PM 0
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So what's the question? You state a couple of desires and intentions, but not a clearly defined question. What do you have, what isn't working, what specific problem within your implementation are you trying to overcome?

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Answer by Loius · Jun 19, 2012 at 06:40 PM

Flatten your calculations to the plane around each axis (set .x or .y of a copy of the target position to zero) and if (playerposition - myposition).magnitude > radius don't do anything at all.

To apply gravity without ignoring colliders use rigidbodies with Use Gravity checked.

Edit: You can directly set rigidbody velocities so they'll go however fast you want but also respect collisions.

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avatar image ryno9788 · Jun 19, 2012 at 06:47 PM 0
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thanks this is going to narrow down my research but what if I want to use a character controller

avatar image Loius · Jun 20, 2012 at 06:50 PM 0
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Use the scripting reference. Character Controller has a $$anonymous$$ove function than handles collisions automatically.

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