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Question by Batmetal · Aug 02, 2020 at 10:18 PM · 3dainavmeshagentnot workingpatrol

NavMeshAgent patrol doesn't work

So I'm making a 3D game for Brakeys game jam 2020. Right now I have a basic scene with an AI (right now a square). It has NavMeshAgent attached, NavMesh is propperly set up. The AI is controlled through a state machine and is supposed to patrol between 4 positions which are stored in EnemyController script. But instead it goes to the first position, stops and just stays there. I have no idea why this is happening please hjelp

NavMeshAgent alt text

What happens alt text

Script to store stuff

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class EnemyController : MonoBehaviour
 {
     #region Singleton
 
     public static EnemyController instance;
 
     void Awake()
     {
         instance = this;
     }
 
     #endregion
 
     public NavMeshAgent agent;
 
     public Transform[] patrollSpots;
 
     public Transform spotParent;
     int spotCount;
 
     void Start()
     {
         agent = GetComponent<NavMeshAgent>();
         spotCount = spotParent.childCount;
     }
 }
 


Patrol script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class PatrollBehaviour : StateMachineBehaviour
 {
     //Transform playerPos;
     Transform transform;
     Transform spotParent;
 
     public Transform[] patrollSpots;
 
     int currentSpot = 0;
 
     NavMeshAgent agent;
 
     // Start
     override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         //playerPos = PlayerManager.instance.player.transform;
         agent = EnemyController.instance.agent;
         transform = EnemyController.instance.transform;
         patrollSpots = EnemyController.instance.patrollSpots;
         spotParent = EnemyController.instance.spotParent;
     }
 
     // Update
     override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         agent.SetDestination(patrollSpots[currentSpot].position);
 
         if(Vector3.Distance(transform.position, patrollSpots[currentSpot].position) < 0.2f)
         {
             if(currentSpot >= spotParent.childCount - 1)
             {
                 currentSpot = -1;
             }
             currentSpot++;
         }
     }
 
     // Exit
     override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     {
         
     }
 
     // OnStateMove is called right after Animator.OnAnimatorMove()
     //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     //{
     //    // Implement code that processes and affects root motion
     //}
 
     // OnStateIK is called right after Animator.OnAnimatorIK()
     //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
     //{
     //    // Implement code that sets up animation IK (inverse kinematics)
     //}
 }
enemycomp.png (60.7 kB)
finish.png (169.4 kB)
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