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Question by Ratchet_Ritz · Nov 17, 2017 at 03:35 PM · collideraiglitchfollow playerflying

enemy flying through air when targeting player

when the enemy targets me and starts walking towards me, it flies through the air instead of sticking to the ground. also when it is following me it will ignore any colliders and clip through them. how can i fix this? here is my script

pragma strict

var Target : Transform; // Drag your player to attack in here var distance = 30; // Distance var lookAtDistance = 20; // Distance to keep looking at the player var attackRange = 10; // Range to start the attack var attackSpeed = 3.0; // Speed to attack player var dampingLook = 6.0; // Slow the rotation

function Awake() { if(!Target) { Target = GameObject.FindWithTag("Player").transform; } }

function Update() { distance = Vector3.Distance(Target.position, transform.position);

 if(canAtackTarget())
 {
     var targetRotation = Quaternion.LookRotation(Target.position - transform.position, Vector3.up);
     transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * dampingLook);
 }
 
  
 if(canAtackTarget() && !attackRange){
     attack();
 }

}

function canAtackTarget() { if(distance > lookAtDistance) { GetComponent.().material.color = Color.green; return false; }

 if(distance < attackRange)
 {
     GetComponent.<Renderer>().material.color = Color.red;
     print("Attacking");
     attack();
     return true;
 }
  
 var seeYou : RaycastHit;
  
 // Check to see if there is anything inbetween enemy and player
 if(Physics.Linecast(transform.position, Target.position, seeYou))
 {
     if(seeYou.collider.gameObject.tag != "Player")
     {
         print("Can not see you " + seeYou.collider.gameObject.name + " in the way");
         GetComponent.<Renderer>().material.color = Color.green;
         return false;
     }
     else
     {
         //Player ditected
         GetComponent.<Renderer>().material.color = Color.yellow;
         return true;
     }
 }
 return true;

}

function lookAt() { var rotation = Quaternion.LookRotation(Target.position - transform.position, Vector3.up); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * dampingLook); }

function attack() { // The Vector3 0.2 stops the object going into the floor transform.Translate(Vector3(0, 0.2, 1) * attackSpeed *Time.deltaTime); }

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Answer by mafima · Nov 17, 2017 at 05:42 PM

your target rotation is false.

try using transform.LookAt(Target) this should rotate your transform accordingly.

 transform.LookAt(Target);

instead of

 var targetRotation = Quaternion.LookRotation(Target.position - transform.position, Vector3.up);
      transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * dampingLook);
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