Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 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 /
avatar image
0
Question by HarryBGamer2570 · Mar 13 at 07:36 PM · pathfindingenemy aiastar

A* - Enemy Pathfinding away from Player

I would like to navigate the enemy away from the player if in a certain proximity and not move if it goes off the detection. I've thought of pushing the enemy to the opposite direction of the player, but I would like it to pathfind it's way behind a corner for example.

It will be used for "ranged" enemies, that try to stay @ range as much as possible so they can shoot with ranged weapons. They also have a trigger for whenever they get disturbed by the player and that's when they start attacking him.

Currently the enemies only detect when player is in range and start hugging him.

Trigger script: (has only range detection for when the player is close enough to start going after him)

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
     public class EnemyRangedTrigger : MonoBehaviour
     {
         [SerializeField] private float _rangeOn = 5, _rangeOff = 10;
         private float _distance, x, y;
         private Rigidbody2D _rb;
         [SerializeField] private Rigidbody2D _player;
 
         void Awake()
         {
             _rb = GetComponent<Rigidbody2D>();
         }
 
         void Update()
         {
             x = Mathf.Abs(_player.transform.position.x - _rb.transform.position.x);
             y = Mathf.Abs(_player.transform.position.y - _rb.transform.position.y);
             _distance = Mathf.Sqrt(x*x + y+y);
 
             Trigger();
             Untrigger();
         }
 
         void Trigger(){
             if(_distance <= _rangeOn){
                 this.GetComponent<EnemyAI>().enabled = true;
             }
         }
 
         void Untrigger(){
             if(_distance >= _rangeOff){
                 this.GetComponent<EnemyAI>().enabled = false;
                 _rb.velocity = Vector2.zero;
             }
         }
     }

The EnemyAI script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Pathfinding;
 
     public class EnemyAI : MonoBehaviour
     {
         [SerializeField] private Transform _target;
 
         [SerializeField] private float _speed = 300f;
         [SerializeField] private float _nextWaypointDistance = 3f;
 
         Path path;
         int currentWaypoint = 0;
         bool reachedEndOfPath = false;
 
         private Seeker _seeker;
         private Rigidbody2D _rb; 
 
         void Start()
         {
             _seeker = GetComponent<Seeker>();
             _rb = GetComponent<Rigidbody2D>();
 
             InvokeRepeating("UpdatePath", 0f, 0.5f);
             _seeker.StartPath(_rb.position, _target.position, OnPathComplete);
         }
 
 
         void FixedUpdate()
         {
             if (path == null) return;
 
             if(currentWaypoint >= path.vectorPath.Count)
             {
                 reachedEndOfPath = true;
                 return;
             }else
             {
                 reachedEndOfPath = false;
             }
 
             Vector2 direction = ((Vector2)path.vectorPath[currentWaypoint] - _rb.position).normalized;
             _rb.velocity = direction * _speed * Time.deltaTime;
 
             float distance = Vector2.Distance(_rb.position, path.vectorPath[currentWaypoint]);
 
             if (distance < _nextWaypointDistance)
             {
                 currentWaypoint++;
             }
         }
 
 
 
         void OnPathComplete(Path p)
         {
             if(!p.error)
             {
                 path = p;
                 currentWaypoint = 0;
             }
         }
 
         void UpdatePath(){
             if (_seeker.IsDone()) _seeker.StartPath(_rb.position, _target.position, OnPathComplete);
         }
 
     }

Seeker script is the script in the A* package - AstarPathfindingProject/Core/AI/Seeker.cs (version: 4.2.17)

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

140 People are following this question.

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

Related Questions

How to make enemies take wider routes? 1 Answer

Astar Pathfinding with unity 2d 1 Answer

A* pathfinder - next target 1 Answer

Clone not following Target 1 Answer

Smooth out a line renderer 1 Answer


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