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Question by mmmudgett · Oct 11, 2013 at 03:21 AM · followrangeenemiescollsion

How can I keep enemies that follow my Player, from becoming a "blob"?

I know the first way is using regular collision, but that comes with the problem that they come into a certain range, I have them orbiting my player. You can see the problem that regular collision causes there.

Regardless of what my enemies do once they get to me, I need a way to keep the enemies from "blobbing" up when following me. I thought maybe they could arrange themselves in a formation or something that keeps them from moving too unnaturally.

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Answer by MFen · Oct 11, 2013 at 03:56 AM

Some choices that may work for you are:

1: The closest enemy becomes the parent gameObject and the rest that come within a range of the "leader" becomes a child and never changes range from the leader. Issues with this is that if the leader is a slower monster the followers are restricted by this.

2: Physics.SphereCast You could use sphereCast to check enemies around it and if it falls within a range bubble do not restrict the x or z axis from moving in on the player but continue towards the player.

3: Instead of collision use trigger boxes and use that as your collision vs. physics and manually change the positioning of the enemy.

I'm sure there are more ways but theres a couple I can think of off the top of my head.

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