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Question by AmbientGames · Mar 11, 2021 at 10:13 PM · animationgameobjectrandom.range

Randomly genrerated movement not working.

Hi! I have a script that randomly moves a animtronic when ever the number it generates is equivelent to the point number. But,the animatronic doesn't move at all. Script:` //Variables, if you're a nerd you would read these. public string nameOfEnemy;

 public bool playerIsDead;

 public int randomPoint;
 public float startTimerTillMove;
 private float timerTillMove;

 public bool isAtOfficeDoor;

 public GameObject Henry;

 public GameObject point1;
 public GameObject point2;
 public GameObject point3;
 public GameObject point4;
 public GameObject point5;
 public GameObject point6;

 public AudioSource JumpScareSound;

 public Building building;

 public void Start()
 {
     Henry.GetComponent<Animator>().Play("idle");
 }

 //A timer for when animatronics move. It also makes animatronics go away when you close the door.
 private void Update()
 {
     timerTillMove -= Time.deltaTime;

     if (timerTillMove <= 0)
     {
         randomPoint = Random.Range(1, 3);
         GoToPoint();
         timerTillMove = startTimerTillMove;
     }

     if (isAtOfficeDoor == true)
     {
         if (building.isLeftDoorClosed == true)
         {
             gameObject.transform.position = point1.transform.position;
         }
     }
 }

 //The animtronics can't land on point 4 and 5 anymore, if they reach 3, they must wait 30 seconds before moving to 4 and 5

 public IEnumerator GoToPoint()
 {
     if (randomPoint == 1)
     {
         gameObject.transform.position = point1.transform.position;
     }
     if (randomPoint == 2)
     {
         gameObject.transform.position = point2.transform.position;
     }
     if (randomPoint == 3)
     {
         gameObject.transform.position = point3.transform.position;
         yield return new WaitForSeconds(30f);
         gameObject.transform.position = point4.transform.position;
     }
     if (randomPoint == 4)
     {
         gameObject.transform.position = point4.transform.position;
         yield return new WaitForSeconds(30f);
         gameObject.transform.position = point5.transform.position;
     }
     if (randomPoint == 5)
     {
         gameObject.transform.position = point5.transform.position;
         isAtOfficeDoor = true;
     }
 }

 //If Jumpscare() is called it will play the animation for it.
 public void JumpScare()
 {
     Henry.GetComponent<Animator>().Play("JumpScareHenry");
     playerIsDead = true;
 }

} `

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Answer by highpockets · Mar 11, 2021 at 10:29 PM

At first glance I notice that GoToPoint() is an IEnumerator/Coroutine, but you are not calling it correctly. To start a coroutine you have to put StartCoroutine(GoToPoint());

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avatar image highpockets · Mar 11, 2021 at 10:35 PM 0
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I also noticed that you’re randomPoint is chosen with Random.Range(1,3) and with ints it will return the first number inclusive - second number exclusive, so it will only return 1 or 2 with the way you have it now

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