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Question by harrybanda7 · Aug 01, 2018 at 11:14 AM · aiavoidance

How to add avoidance and chase behavior

I would like to implement the type of behavior where a group of prey is evading from a predator like this Game

I tried to write the script this way but I don't get the desired motion the prey just moves forward.

 public Transform target;
 
     public float damping;
     public float drivespeed;
 
     void Update () {
         transform.Translate(Vector3.forward * Time.deltaTime * -drivespeed);
 
         Quaternion rotation = Quaternion
             .LookRotation(target.position - transform.position);
         transform.rotation = Quaternion
             .Slerp(transform.rotation, rotation, Time.deltaTime * damping);
     }

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Answer by Double-V · Aug 01, 2018 at 01:12 PM

What you can do is put a sphere collider with trigger enabled on the attacker, or even better, make it a child object with that sphere trigger (becuase maybe you already have some triggers on the attacker).

Then make a script that every time a pray enters this trigger, gets the prey's AI and notifies it that an attacker is nearby, something like this:

 void OnTriggerEnter(Collider other)
 {
     if(other.gameobject.layer == LayerMask.NameToLayer("Prey"))
     {
         other.gameobject.GetComponent<YourPreyScript>().NotifyOfAttacker();
     }
 }

And this script also notifies the prey when the attacker is no longer in range, but it's a good idea too do that with a delay, because without a delay the prey would just instantly stop after exiting the attacker's sphere.

 void OnTriggerExit(Collider other)
  {
      if(other.gameobject.layer == LayerMask.NameToLayer("Prey"))
      {
          other.gameobject.GetComponent<YourPreyScript>().Invoke("AttackerFarAway", 5f);
      }
  }

Now inside the prey's script you could have something like this:

 private bool attacker_close = false;
 private GameObject attacker;

 void Start()
 {
     attacker = Gameobject.Find("Attacker");
 }
 
 void Update()
 {
     if(attacker_close)
     {
         RunAway();
     }
 }
 
 public void NotifyOfAttacker()
 {
     attacker_close = true;
 }
 
 public void AttackerFarAway()
 {
     attacker_close = false;
 }
 
 void RunAway()
 {
     Vector3 attacker_position = attacker.transform.position;
     Vector3 dir = transform.position - attacker_position;
     //do the moving and rotating in direction of dir, I don't know what kind of movement setup you have
 }
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