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AI Pathfinding Script
I have a basic pathfinding script but what I'm finding is that the object following me doesn't avoid buildings or other objects, you can be running and then when you go round the corner of a building the zombie just walks into the wall. What I need is (if possible) could somebody please offer a script or just improve on the current script I have.
var speed : float=0.2;
var target : GameObject;
function Start () {
}
function Update () {
transform.Translate(Vector3.forward*speed);
transform.LookAt(target.transform.position);
}
Can you please use JavaScript because its all I know but I don't care if it is in C# or anything else as long as you tell me what.
Thanks in advance for any help.
Answer by bubzy · Nov 13, 2014 at 07:51 AM
http://arongranberg.com/astar/ This product is awesome, try it for pathfinding its free to use :)
Answer by hav_ngs_ru · Nov 13, 2014 at 07:25 AM
You can use NavMesh - the builtin unity pathfinding system. Reinventing your own wheel - is a hard way :)
Answer by ExtremePowers · Nov 13, 2014 at 07:54 AM
Couldn't something like this work?
var speed : float = 0.2;
var target : GameObject;
private var StopRotation : boolean;
function Update () {
if (Physics.Raycast(transform.position, Vector3.Forward, 10)) {
Debug.Log("Something is in the way");
var stop = false;
for (var i = 0; i < 181; i++) {
if (!stop) {
transform.rotation += Vector3(1.0,0,0);
if (!Physics.Raycast(transform.position, Vector3.Forward, 10)) {
stop = true;
StopRotationFor5Seconds();
}
}
}
}
transform.Translate(Vector3.forward*speed);
if (StopRotation) {
transform.LookAt(target.transform.position);
}
}
function StopRotationFor5Seconds() {
StopRotation = true;
yield WaitForSeconds(5);
StopRotation = false;
}
It might work a bit but wouldnt compensate if it was stuck in a maze or something similar as it doesnt exclude previously tried paths
Answer by Megagamefan100 · Nov 13, 2014 at 01:29 PM
Hope this helps no animation but it's good http://forum.unity3d.com/threads/free-simple-ai-behavioral-script.89543/
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