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Question by East Midnight Studios · Jul 04, 2014 at 08:59 AM · collisionraycastparentingdragging

Dragging Enemies C#

I'm having some trouble coding a script that drags the enemies to different positions (it would follow the player).

using UnityEngine; using System.Collections;

 [RequireComponent(typeof(SphereCollider))]
 public class PlayerDrag : MonoBehaviour {
 
     public float grabDistance = 1;
 
     private PlayerController playerController;
     private SphereCollider col;
     private Transform enemy;
     private EnemyAI enemyAI;
     private EnemySight enemySight;
     private EnemyFacePlayer enemyFacePlayer;
 
     void Awake () {
         playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController> ();
         col = GetComponent<SphereCollider> ();
         enemy = GameObject.FindWithTag ("Enemy").transform;
         enemyAI = GameObject.FindWithTag ("Enemy").GetComponent<EnemyAI>();
         enemySight = GameObject.FindWithTag ("Enemy").GetComponent<EnemySight>();
         enemyFacePlayer = GameObject.FindWithTag ("Enemy").GetComponent<EnemyFacePlayer>();
     }
 
     void OnTriggerStay (Collider other) {
         if (other.gameObject == enemy) {
                 if (playerController.sneaking == true) {
                     RaycastHit hit;
                     if(Physics.Raycast(transform.position, Vector3.forward, out hit, col.radius)) {
                         if (hit.collider.gameObject == enemy) {
                             if (Input.GetButtonDown ("Drag")) {
                                 hit.transform.parent = transform;
                                 enemyAI.enabled = false;
                                 enemySight.enabled = false;
                                 enemyFacePlayer.enabled = false;
                             }else{
                                 hit.transform.parent = null;
                             }
                         }
                     }
                 }
             }
         }
     }


Basically, I'm trying to parent the enemy to the player, so he moves with the player when a certain button is pressed. It could be a simple mistake as I am somewhat new to coding in Unity. But if anyone sees a problem or has a better way of doing this, please answer with what I should do.

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avatar image gjf · Jul 04, 2014 at 09:20 AM 0
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does this produce errors or just not working as expected?

EDIT: some more thoughts on this.

is this script on the player or the enemy? (i'm foolishly assu$$anonymous$$g enemy since there would likely be more than one)

the collider should detect the GameObject, not it's transform.

make sure there's a rigidbody attached on one of the objects - the trigger doesn't, err, trigger without one ;)

you could simplify the script by doing the first GameObject.FindWithTag("Enemy") and use this to get the other components. it's in Awake() so not a big performance hit, but the code is simpler/cleaner/etc.

if you've already detected the collision, why do you need to do the raycast hit to check again? set the radius of the sphere collider to your grab distance.

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