Having some problem with AI finding a vector3...
Okay so this script works pretty good the only problem is my ally will not find their StartPos. take a look, basicly the state that tells them that they are home is not activated as they cannot find the correct transform... Please just read the script tell me what you think and i should do... And why myTransform does not equal StartPos when they are at the startPOS.
using UnityEngine; using UnityEngine.AI;
public class AllyAI : MonoBehaviour { //Transforms public Transform Target; public int rotSpeed; public int maxDistance;
 private Transform myTransform;
 private Vector3 NPCstartPos;
 private Quaternion NPCstartRot;
 //Essenial Compnents
 private Animator anim;
 //NavMesh Components
 Transform _destination;
 NavMeshAgent _nvAgent;
 //States
 public bool NPC1IdleState;
 public bool NPC2HomeState;
 public bool NPC3AttackState;
 public bool NPC4ReturnHomeState;
 void Awake() {
    myTransform = transform;
     NPCstartPos = transform.position;
     NPCstartRot = transform.rotation;
     //Set States
     NPC1IdleState = true;
     NPC2HomeState = true;
     NPC3AttackState = false;
     NPC4ReturnHomeState = false;
 }
 // Use this for initialization
 void Start () {
       maxDistance = 1;
     //Get Components
     anim = GetComponent<Animator>();
     _nvAgent = this.GetComponent<NavMeshAgent>();
     //Set NavMeshFalse
     gameObject.GetComponent<NavMeshAgent>().enabled = false;
 }
 
 // Update is called once per frame
 void Update () {
     //DEBUG
     Debug.DrawLine(Target.position, myTransform.position, Color.cyan);
     
     Vector3 direction = Target.position - this.transform.position;
  
     //Attack State
     if (Vector3.Distance(Target.position, myTransform.position) > maxDistance && Vector3.Distance(Target.position, myTransform.position) < 20)
     {
         //Look at Target
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(Target.position - myTransform.position), rotSpeed * Time.deltaTime);
         //Enable NavMesh
         gameObject.GetComponent<NavMeshAgent>().enabled = true;
         //Move to Target      
         anim.SetTrigger("isWalking");
         _destination = Target;
         Vector3 targetVector = _destination.transform.position;
         _nvAgent.SetDestination(targetVector);
         //Set State
         NPC1IdleState = false;
         NPC2HomeState = false;
         NPC3AttackState = true;
         NPC4ReturnHomeState = false;
     }
     //Idle State
     else if (Vector3.Distance(Target.position, myTransform.position) < maxDistance) {
         anim.SetTrigger("isIdle");
         _destination = null;
         gameObject.GetComponent<NavMeshAgent>().enabled = false;
         //Set State
         NPC1IdleState = true;
         NPC2HomeState = false;
         NPC3AttackState = false;
         NPC4ReturnHomeState = false;
     }
     //Target Out Of Sight
     if (Vector3.Distance(Target.position, myTransform.position) > 20)
     {
         //Check To Return Home
         if (myTransform.position != NPCstartPos && myTransform.rotation != NPCstartRot)
         {   //Set States
             NPC1IdleState = false;
             NPC2HomeState = false;
             NPC3AttackState = false;
             NPC4ReturnHomeState = true;
             //DEBUG
             Debug.Log("Ally Cannot Find Home");
              if (myTransform.position == NPCstartPos && myTransform.rotation == NPCstartRot)
             {
                 //Set States
                 NPC1IdleState = false;
                 NPC2HomeState = true;
                 NPC3AttackState = false;
                 NPC4ReturnHomeState = false;
                 //DEBUG
                 Debug.Log("Ally Found Home");
             }
         }      
     }
     //Return To Home State
     if (NPC4ReturnHomeState == true)
     {
         //Enable NavMesh
         gameObject.GetComponent<NavMeshAgent>().enabled = true;
         //Set NavMesh Variables
         _destination.position = NPCstartPos;
         Vector3 targetVector = _destination.position;
         _nvAgent.SetDestination(targetVector);
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(_destination.position - myTransform.position), rotSpeed * Time.deltaTime);
         //Set Animation
         anim.SetTrigger("isWalking");     
         
     }
     //At Home
     else if (NPC2HomeState == true)
     {
         _destination = null;
         //Disable NavMesh
         gameObject.GetComponent<NavMeshAgent>().enabled = false;
         //Set Animation
         anim.SetTrigger("isIdle");
         //Set States
         NPC1IdleState = true;
         NPC2HomeState = true;
         NPC3AttackState = false;
         NPC4ReturnHomeState = false;
     }
 }
 
               }
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