Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Musty · Sep 23, 2013 at 03:42 PM · raycastslerpavoidance

only look at the player if the raycast is not hitting the obstacle.

Hey guys, Ive got an avoidance script here that works but the only problem im having is that it always tries to look at the player even if its going around the obstacle causing it to jitter. I was wondering how i can make it only look at the player if the raycast is not hitting the obstacle but make it move towards the player at the same time. any help would be appreciated,

 using UnityEngine;
 using System.Collections;
 
 public class enemyAI : MonoBehaviour
 {    
     public Transform target;
     public float moveSpeed;
     public float rotationSpeed;
     public float minDistance = 0.5f;
     public static enemyAI enemyAIself; 
     RaycastHit hit;
     
     void Awake()
     {
         enemyAIself = this;    
     }
     void Start () 
     {
         GameObject goTo = GameObject.FindGameObjectWithTag("Player");
         target = goTo.transform;
     }
 
     void Update () 
     {
         Vector3 dir = (target.position - transform.position).normalized;
         if (Physics.Raycast(transform.position, transform.forward, out hit, 5.0f, (1<<8)))
         {
         Debug.DrawRay(transform.position, hit.point, Color.blue);
         dir += hit.normal  * 50;
         }
         
         Vector3 leftR = transform.position;
         Vector3 rightR = transform.position;
         
         leftR.x -= 2;
         rightR.x += 2;
         
         if (Physics.Raycast(leftR, transform.forward, out hit, 5.0f, (1<<8)))
         {
          Debug.DrawRay(leftR, hit.point, Color.blue);
                 dir += hit.normal  * 50;
         }
         
         if (Physics.Raycast(rightR, transform.forward, 5.0f, (1<<8)))
         {
         Debug.DrawRay(rightR, hit.point, Color.blue);
         dir += hit.normal  * 50;

         }    
         Quaternion rot = Quaternion.LookRotation(dir);
         transform.rotation = Quaternion.Slerp(transform.rotation, rot, rotationSpeed * Time.deltaTime);
 
         if (Vector3.SqrMagnitude(target.position - transform.position)> (minDistance *  minDistance))
         {
             //move towards the target
             transform.position += transform.forward * moveSpeed * Time.deltaTime;
         }
         
     }
     
     
 }
 
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Seizure · Sep 23, 2013 at 04:11 PM

Check out linecast : Physics.Linecast

Heres how I used it :

 RaycastHit hit;        
 if ((Physics.Linecast(playerPos.transform.position,target.transform.position,out hit) && hit.collider.tag == "target"))
         {        
             turning = false;
         }
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Musty · Sep 23, 2013 at 04:25 PM 0
Share

I could try that, but its not much different to what im doing i guess,

avatar image Musty · Sep 23, 2013 at 05:10 PM 0
Share

Sorry yea that didnt help still the same issue

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

16 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

"Look at" logic interfering with simple raycast obstacle avoidance 1 Answer

Raycasting and changing player rotation accoording to what is underneath. 0 Answers

Can't figure out how to make my raycast obstacle avoidance less jittery 3 Answers

Raycast Steering Problem 1 Answer

Obstacle Avoidance 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges