Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 samuelcoop59 · Apr 30 at 10:16 PM · enemy ai

Enemy AI Script, Enemy AI randomly stopping

I got this enemy AI script from this youtube tutorial. For some reason my character keeps stopping in random spots, or try to go through an object like a cube and get caught. Any Idea what the problem could be. the logic seems to make sense.

https://www.youtube.com/watch?v=UjkSFoLxesw

using UnityEngine;

using UnityEngine.AI;

public class EnemyAiTutorial : MonoBehaviour

{

 public NavMeshAgent agent;



 public Transform player;



 public LayerMask whatIsGround, whatIsPlayer;



 public float health;



 //Patroling

 public Vector3 walkPoint;

 bool walkPointSet;

 public float walkPointRange;



 //Attacking

 public float timeBetweenAttacks;

 bool alreadyAttacked;

 public GameObject projectile;



 //States

 public float sightRange, attackRange;

 public bool playerInSightRange, playerInAttackRange;



 private void Awake()

 {

     player = GameObject.Find("PlayerObj").transform;

     agent = GetComponent<NavMeshAgent>();

 }



 private void Update()

 {

     //Check for sight and attack range

     playerInSightRange = Physics.CheckSphere(transform.position, sightRange, whatIsPlayer);

     playerInAttackRange = Physics.CheckSphere(transform.position, attackRange, whatIsPlayer);



     if (!playerInSightRange && !playerInAttackRange) Patroling();

     if (playerInSightRange && !playerInAttackRange) ChasePlayer();

     if (playerInAttackRange && playerInSightRange) AttackPlayer();

 }



 private void Patroling()

 {

     if (!walkPointSet) SearchWalkPoint();



     if (walkPointSet)

         agent.SetDestination(walkPoint);



     Vector3 distanceToWalkPoint = transform.position - walkPoint;



     //Walkpoint reached

     if (distanceToWalkPoint.magnitude < 1f)

         walkPointSet = false;

 }

 private void SearchWalkPoint()

 {

     //Calculate random point in range

     float randomZ = Random.Range(-walkPointRange, walkPointRange);

     float randomX = Random.Range(-walkPointRange, walkPointRange);



     walkPoint = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ);



     if (Physics.Raycast(walkPoint, -transform.up, 2f, whatIsGround))

         walkPointSet = true;

 }



 private void ChasePlayer()

 {

     agent.SetDestination(player.position);

 }



 private void AttackPlayer()

 {

     //Make sure enemy doesn't move

     agent.SetDestination(transform.position);



     transform.LookAt(player);



     if (!alreadyAttacked)

     {

         ///Attack code here

         Rigidbody rb = Instantiate(projectile, transform.position, Quaternion.identity).GetComponent<Rigidbody>();

         rb.AddForce(transform.forward * 32f, ForceMode.Impulse);

         rb.AddForce(transform.up * 8f, ForceMode.Impulse);

         ///End of attack code



         alreadyAttacked = true;

         Invoke(nameof(ResetAttack), timeBetweenAttacks);

     }

 }

 private void ResetAttack()

 {

     alreadyAttacked = false;

 }



 public void TakeDamage(int damage)

 {

     health -= damage;



     if (health <= 0) Invoke(nameof(DestroyEnemy), 0.5f);

 }

 private void DestroyEnemy()

 {

     Destroy(gameObject);

 }



 private void OnDrawGizmosSelected()

 {

     Gizmos.color = Color.red;

     Gizmos.DrawWireSphere(transform.position, attackRange);

     Gizmos.color = Color.yellow;

     Gizmos.DrawWireSphere(transform.position, sightRange);

 }

} 29

Comment
Add comment · Show 1
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 SirCrazyNugget · May 01 at 01:22 AM 0
Share

I haven't read the whole thing but I can see one issue with this script.

Where you have the three states:

  if (!playerInSightRange && !playerInAttackRange) Patroling();
  if (playerInSightRange && !playerInAttackRange) ChasePlayer();
  if (playerInAttackRange && playerInSightRange) AttackPlayer();

There's a possibility of a fourth state of when

 (!playerInSightRange && playerInAttackRange) DoSomethingElse()

So if your player's sightRange is less than your player's attackRange everything would stop

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

137 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

Related Questions

Enemy turn AI 2 Answers

Enemy behavior help 1 Answer

Teleporting to outside of constraits 0 Answers

FindWithTag always Returning null 3 Answers

Enemy ia fliping when hitting object 2 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