Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Fox-Handler · Aug 07, 2014 at 09:57 AM · ainavmesh

Smarter AI Searching for the Player

I've been trying to set up the enemy Ai to take the player's last known direction and use that for a way to check specific waypoints in the level depending on what that last direction was. Does anyone have experience with enemy AI searching for the player?

     void Chasing ()
     {
         // Create a vector from the enemy to the last sighting of the player.
         Vector3 sightingDeltaPos = enemySight.personalLastSighting - transform.position;
         
         // If the the last personal sighting of the player is not close...
         if(sightingDeltaPos.sqrMagnitude > 4f)
             // ... set the destination for the NavMeshAgent to the last personal sighting of the player.
             nav.destination = enemySight.personalLastSighting;
 
         Quaternion rotation = Quaternion.LookRotation(enemySight.personalLastSighting);
         if(nav.remainingDistance < nav.stoppingDistance)
         {
               //??????
         }
 
         if(lastPlayerSighting.position != lastPlayerSighting.resetPosition) // if the alarm goes off then chaseSpeed
         {
             nav.speed = chaseSpeed;
         }
         else if(lastPlayerSighting.position == lastPlayerSighting.resetPosition) //if the alarm doesn't go off then alertSpeed
         {
             nav.speed = alertSpeed;
         }
         
         // If near the last personal sighting...
         if(nav.remainingDistance < nav.stoppingDistance)
         {
             // ... increment the timer.
             chaseTimer += Time.deltaTime;
             
             // If the timer exceeds the wait time...
             if(chaseTimer >= chaseWaitTime)
             {
                 // ... reset last global sighting, the last personal sighting and the timer.
                 lastPlayerSighting.position = lastPlayerSighting.resetPosition;
                 enemySight.personalLastSighting = lastPlayerSighting.resetPosition;
                 chaseTimer = 0f;
             }
         }
         else
             // If not near the last sighting personal sighting of the player, reset the timer.
             chaseTimer = 0f;
     }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can you use NavMesh agents to vary driving/handling model? 0 Answers

NavMesh Agent Obstacle Avoidance Ignore 1 Answer

How to add variables to Components (Nav Mesh Agent)? 0 Answers

How to make AICharacterController able to walk on walls and ceilings? 0 Answers

What’s the simplest way to find nearest navmesh targets? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges