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This post has been wikified, any user with enough reputation can edit it.
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Question by Ebamber · Dec 09, 2013 at 09:04 PM · gameobjectvector3pathfindingfollowtranslate

Problems with pathfinding algorithm

 #pragma strict
 @HideInInspector var enemies : GameObject[];
 var player : GameObject; 
 var speed : float = 6; 
 static var first : boolean = false;
 
 function Start () 
 
 { 
 
      player = GameObject.FindGameObjectWithTag("Player"); 
 
  
 
      if (!player) 
 
           Debug.Log ("ERROR could not find Player!"); 
 
 } 
 
  
 
 function Update() 
 
 { 
     var moveSpeed = speed * Time.deltaTime;
     enemies=GameObject.FindGameObjectsWithTag(gameObject.tag);
      if (!player) 
 
           return; 
 
  
 
      var distance = Vector3.Distance( player.transform.position, transform.position);
 
  
     if (first == true)
     {
         enemies[0] = gameObject;
          if ( distance < 100) 
          { 
           Debug.Log ("player is close"); 
           transform.LookAt(player.transform);
           var delta = player.transform.position - transform.position;
           delta.Normalize();
           transform.position = transform.position + (delta * moveSpeed);
         } 
         else
            { 
           Debug.Log("searching for enemy"); 
           var delta2 = Random.insideUnitSphere;
           delta2.Normalize();
           transform.position = transform.position + (delta2 * moveSpeed);
         } 
     }
     else
     {
         gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position,enemies[0].transform.position, moveSpeed);
     }   
 }

the problem here is in the last part else { gameObject.transform.position = Vector3.MoveTowards(gameObject.transform.position,enemies[0].transform.position, moveSpeed); }

When the first enemy is on its own it follows the instructions well, but when there are more than one it disregards the rest of the code and just chooses a random direction and just translates itself in that direction until the end of the map even if the player is closeby - the other gameObjects follow it as they should. the boolean variable is changed to true or false in another script file, but there's no problem with that so I don't feel the need to include that.

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