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 /
This post has been wikified, any user with enough reputation can edit it.
avatar image
0
Question by Slomomomo · Jun 18, 2014 at 07:48 PM · movement script

Help with making Enemy follow player and rotate while grounded 2D

Hey! So I just started playing around with unity a few weeks ago and am working on making a 2d hack and slash game. My issue seems to be with my Enemy AI. I'm trying to ground the enemy and have him follow the player's transform around on the x axis, and to ignore the y axis. So far I've come up with this script which grounds the enemy nicely and allows him to move left (natural facing direction) towards the player, but if the player is in the enemies linecast on the right side, after the enemy rotates towards the player, rather than chasing the player, he runs away from the player. I'm trying to avoid using rigidbodies because I really am not a fan of the way they make the game feel. Any suggestions would be much appreciated. Thanks! using UnityEngine; using System.Collections;

public class EnemyPhysics : MonoBehaviour { private float skin = .9f; public float moveSpeed = 60; public float gravity = 20; public float smoothTime = 0.3F; public bool spottedLeft = false; public bool spottedRight = false; public bool FacingLeft = true; public Transform target; public Transform transform; public Transform SightStart; public Transform SightStart2; public Transform SightEnd; public Transform SightEnd2; private Vector3 Direction;

 // Use this for initialization
 void Start () {
 }
 
 
 void FixedUpdate () {
             RaycastHit hit;
             if (Physics.Raycast (transform.position, -Vector3.up, out hit))
                     Debug.DrawLine (transform.position, hit.point);
             if (hit.distance > skin) {
                     transform.Translate (-Vector3.up * Time.deltaTime * gravity);
             }
     }
     void Update(){
 
                     Raycasting ();
                     Behaviors ();
             }
 void Raycasting(){
 Debug.DrawLine (SightStart.position, SightEnd.position, Color.green);
 Debug.DrawLine (SightStart2.position, SightEnd2.position, Color.green);
 spottedLeft = Physics.Linecast (SightStart.position, SightEnd.position); 
 spottedRight = Physics.Linecast (SightStart2.position, SightEnd2.position);

}

void Behaviors() { Vector3 Direction =(target.position - transform.position); if (spottedLeft == true){ spottedRight = false; FacingLeft = true; transform.position = Vector3.MoveTowards (transform.position, Direction, moveSpeed * Time.deltaTime); gravity = 10; } else if(spottedRight == true) { spottedLeft = false; transform.eulerAngles = new Vector2(0,180); FacingLeft = false;

         //You're now facing right, go right, towards the enemy.
         Vector3 FacingRight = new Vector3(-target.transform.position.x,transform.position.y, transform.position.z);
         transform.position = Vector3.MoveTowards(transform.position,FacingRight, moveSpeed*Time.deltaTime);
             gravity = 10;
             //FacingLeft = false;
         }
     }
 }
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

2 People are following this question.

avatar image avatar image

Related Questions

My player goes straight through my colider 3 Answers

My character moves when i dont want to 0 Answers

Movement based on camera 1 Answer

My player's movement is slippery 1 Answer

How do I prevent my object from doubling speed when I press two keys 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