Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 /
  • Help Room /
avatar image
0
Question by Voguearcadia · Sep 09, 2016 at 10:33 AM · navmeshnavmeshagent

How to get a particular instance of a prefab enemy to follow the player?

The scene has a terrain and a fps controller. As soon as the player enters an invisible sphere, enemies start spawning. Now, the enemy (navmeshagent) prefab has a sphere child object which is a trigger and as and when player enters it, the enemy starts chasing the player. The problem is, the scene contains multiple instances of enemies at different locations, however, if the player is detected by a single instance of enemy prefab, all the instances of the enemy prefab in the scene start chasing the player along with the one who detected the player. How can I get that particular instance(the one that detected the player) only to chase the player while the other instances do nothing until they detect the player?

Comment
Add comment · Show 4
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
avatar image tqkiettk10 · Sep 09, 2016 at 02:31 PM 0
Share

Enemy controller is attach one by one to enemy object or only one enemies controller all enemies gameobject?

avatar image Voguearcadia · Sep 10, 2016 at 04:27 AM 0
Share

Enemy is a prefab which is being spawned as and when the player enters a specific area. And so all the enemies are being controlled by a single navmesh script.

avatar image tqkiettk10 Voguearcadia · Sep 10, 2016 at 06:28 AM 0
Share

you should add another script to one by one enemy, and apply trigger to it. so you have 2 scripts 1 is EnemyController attach one by one to enemy to controll it and 1 is spawnController to spawn it.

avatar image Voguearcadia · Sep 10, 2016 at 08:04 AM 0
Share

Will try that :)

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Cynikal · Sep 09, 2016 at 07:33 PM

How are you calling the enemy chase function? If it's a static, that's why.

Comment
Add comment · Show 1 · Share
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
avatar image Voguearcadia · Sep 10, 2016 at 08:04 AM 0
Share

$$anonymous$$aybe that's the reason. Thanks :)

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

6 People are following this question.

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

Related Questions

What does desiredVelocity do? 0 Answers

Set Destination can only be called on an active agent, problem when instanciating. 0 Answers

Update the navmesh after carving 1 Answer

Is it possible to rebake Navmesh surface during runtime? 0 Answers

Navmesh Agent - The Y Next Position & Y Velocity does not update if there is no X velocity. 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