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Question by Lady_Saturday · Mar 19, 2018 at 06:11 PM · aimovement scriptwaypointsmovepositionpacman

AI movement script doesn't appear to be working

I'm following this tutorial (https://noobtuts.com/unity/2d-pacman-game) and I seem to be doing something wrong. Near the bottom of the tutorial, there is a script that tells the ghosts to move, however when I implement it in my game the ghost will only go to the first waypoint I created and not the others. All of the waypoints are properly associated with the script after it has been placed on the ghost. Can anybody think of anything else I could be doing wrong, or something I've missed? I've copied the code exactly like this:

using UnityEngine; using System.Collections;

public class GhostMove : MonoBehaviour { public Transform[] waypoints; int cur = 0;

 public float speed = 0.3f;

 void FixedUpdate()
 {
     // Waypoint not reached yet? then move closer
     if (transform.position != waypoints[cur].position)
     {
         Vector2 p = Vector2.MoveTowards(transform.position,
                                         waypoints[cur].position,
                                         speed);
         GetComponent<Rigidbody2D>().MovePosition(p);
     }
     // Waypoint reached, select next one
     else cur = (cur + 1) % waypoints.Length;

     // Animation
     Vector2 dir = waypoints[cur].position - transform.position;
     GetComponent<Animator>().SetFloat("DirX", dir.x);
     GetComponent<Animator>().SetFloat("DirY", dir.y);
 }

 void OnTriggerEnter2D(Collider2D co)
 {
     if (co.name == "pacman")
         Destroy(co.gameObject);
 }

}

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Answer by Lady_Saturday · Mar 27, 2018 at 06:05 PM

I changed the script to this, to include a slight error margin in the distance from the points, and it works now.

// Waypoint not reached yet? then move closer if (Vector2.Distance(transform.position, waypoints[cur].position) < 0.1f) { if (cur == waypoints.Length) { cur = 0; } else { cur++; } } // Waypoint reached, select next one else { Vector2 p = Vector2.MoveTowards(transform.position, waypoints[cur].position, speed); GetComponent().MovePosition(p);

     }
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