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Question by CYVISUALEFFECTS · May 09, 2013 at 04:44 PM · rigidbodycolliderzombieflyinghorror

Enemy floating problem

I am making a horror game, and my zombie, which follows my player, after it walk a few meters it's Y position increases from 0 to about 2 and it keeps walking. How to fix that? var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning

 var myTransform : Transform; //current transform data of this enemy
 var isNotDead : boolean = true;
 var health : float = 100;
 function Awake()
 {
     myTransform = transform; //cache transform data for easy access/preformance
 }
 
 function Start()
 {
      target = GameObject.FindWithTag("Player").transform; //target the player
 
 }
 
 function Update () {
     
     if(health < 1){
     
         isNotDead = false;
         animation.Play("die");
         Destroy(gameObject, 1);
     }
     
     if(isNotDead){
     
         //rotate to look at the player
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
         Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
     
     
         
         var distance = Vector3.Distance(target.position, myTransform.position);
         if (distance < 3.0f) {
             animation.Play("attack1");
         }
         else{   
             //move towards the player
                myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
                animation.Play("walk1");
         }
 
     }
 }
 
 function ApplyDamage(dmg : float){
 
     health -= dmg;
 
 }
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Answer by robertbu · May 09, 2013 at 04:52 PM

You move your enemy by translating using Transform.forward (line 38). On lines 27 and 28 you calculate the rotation. I expect the height/Y position of the target is higher than the height/Y position of the enemy. This means the enemy will look up a bit at the target when the enemy is standing on the ground, which means when you translate, the enemy will rise. To fix it you can bring the 'Y' position of the vector used in LookRotation down to the level of the enemy:

 var v3 = target.position - myTransform.position;
 v3.y = transform.y;
 myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
 Quaternion.LookRotation(v3), rotationSpeed*Time.deltaTime);
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avatar image CYVISUALEFFECTS · May 10, 2013 at 08:47 AM 0
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So how am I supposed to use this?

avatar image robertbu · May 10, 2013 at 11:14 AM 0
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Take likes 27 and 28 and replace them with these four lines.

avatar image CYVISUALEFFECTS · May 10, 2013 at 12:25 PM 0
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Hmm, doesn't seem to work, now the zombie just walks without moving, and does nothing..

avatar image robertbu · May 10, 2013 at 03:08 PM 0
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I cannot see anything in my lines that would break your code. Undo your change, verify that the code works, and try again. You are replacing these two lines:

 myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
 Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);

Which is one statement. $$anonymous$$y code only precalculates 'target.position - myTransform.position' and brings the 'Y' down.

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