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Question by munty99 · Apr 01, 2021 at 03:25 PM · unity 2dbehaviour

Steered Cohesion behaviour for boid model is making all my agents head towards origin (0,0)

When I start my game all my boids head towards origin, however this doesnt occur when i set the weighting of my steered cohesion behaviour to 0. which leads me to believe the error lies somewhere in this script.

 public class SteeredCohesionBehaviour : FilterFlockBehaviour
 {
 
     Vector2 currentVelocity;
     public float agentSmoothTime = 0.5f;
 
 
     public override Vector2 calculateMove(FlockAgent agent, List<Transform> context, Flock flock)
     {
         
         //if no neighbours return no adjustment
         if (context.Count == 0)
         {
             
             return Vector2.zero;
         }
         //add all points together and average
         Vector2 cohesionMove = Vector2.zero;
         List<Transform> filteredContext = (filter == null) ? context : filter.Filter(agent, context);
         foreach (Transform item in filteredContext)
         {
             cohesionMove += (Vector2)item.position;
         }
         cohesionMove /= context.Count;
 
         //create offset from agent position
         cohesionMove -= (Vector2)agent.transform.position;
         cohesionMove = Vector2.SmoothDamp(agent.transform.up, cohesionMove, ref currentVelocity, agentSmoothTime);
         return cohesionMove;
     }
 
 
 }

for my boid model i followed this guide

any help would be greatly appreciated, thank you

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