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Question by zloph · Jul 11, 2012 at 08:26 AM · positionvector3distancemovejitter

Enemy Jitters when i want him to stop a certain distance

i want the enemy to walk towards you once he sees you. after he comes in a certain distance I want him to stop moving. problems is that he is still moving within the decimal. This gives the enemy that strange jitter effect because he keeps bouncing between decimals.

 function PlayerDetected()
 {
  Debug.DrawLine(target.position, myPosition.position, Color.red);
  myPosition.rotation = Quaternion.Slerp(myPosition.rotation, Quaternion.LookRotation(target.position - myPosition.position), rotationSpeed * Time.deltaTime);
  
  Debug.Log(Vector3.Distance(target.position, myPosition.position));
  if(Mathf.Round(Vector3.Distance(target.position, myPosition.position)) < closeInDistance)
  {
  StopWalkingAnima ();
  } 
  if(Mathf.Round(Vector3.Distance(target.position, myPosition.position)) >= closeInDistance)
  {
  myPosition.position += myPosition.forward * moveSpeed * Time.deltaTime;
  LockRotation();
  enemyAnima.EnemyMove(moveSpeed);
  enemyStandOnce = true; //to stop the walking animation when  you are out of sight
  } 
  if(Vector3.Distance(target.position, myPosition.position) < wayToNearDistance)
  {
  myPosition.position -= myPosition.forward * moveSpeed * Time.deltaTime;
  LockRotation();
  enemyAnima.EnemyMove(moveSpeed);
  enemyStandOnce = true; //to stop the walking animation when  you are out of sight
  } 
 }
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avatar image zloph · Jul 11, 2012 at 07:24 AM 0
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found the problem, i only keeped my lock rotations in the If statements not the whole function. works good now

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