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Question by mineus64 · Jul 18, 2013 at 07:53 PM · aienemyfollowstoppathing

Enemy Pathing

I have the following script for the enemies in my game. The problem is, they will mesh with each other when following. How do you get them to keep a certain distance away from each other?

var target : Transform; //the enemy's target

var moveSpeed = 3; //move speed

var rotationSpeed = 3; //speed of turning

var attackThreshold = 3; // distance within which to attack

var chaseThreshold = 10; // distance within which to start chasing

var giveUpThreshold = 20; // distance beyond which AI gives up

var attackRepeatTime = 1; // delay between attacks when within range

     private var chasing = false;
     private var attackTime = Time.time;
      
     var myTransform : Transform; //current transform data of this enemy
      
     function Awake()
     {
     myTransform = transform; //cache transform data for easy access/preformance
     }
      
     function Start()
     {
     target = GameObject.FindWithTag("Player").transform; //target the player
     }
      
     function Update () {
      
     // check distance to target every frame:
     var distance = (target.position - myTransform.position).magnitude;
      
     if (chasing) {
      
     //rotate to look at the player
     myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
     Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
      
     //move towards the player
     myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
      
     // give up, if too far away from target:
     if (distance > giveUpThreshold) {
     chasing = false;
     }
      
     // attack, if close enough, and if time is OK:
     if (distance < attackThreshold && Time.time > attackTime) {
     // Attack! (call whatever attack function you like here)
     attackTime = Time.time + attackRepeatTime;
     }
      
     } else {
     // not currently chasing.
      
     // start chasing if target comes close enough
     if (distance < chaseThreshold) {
     chasing = true;
     }
     }
     }
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Answer by IgorAherne · Jul 18, 2013 at 08:18 PM

attach a second collider on each monster, make it trigger;

if they enter the trigger and their tag is == "monster"

monster.transform.Translate(0.3, 0, 0.3);

something like that. No deltaTime is needed since the check is per fixed time. Resize new colliders to get them further away from each other. You might want to alter the entering monster's speed as well

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