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Question by Seldkam · Nov 03, 2018 at 06:19 PM · movementnavmesh

Code Causing Confusing Result

My movement code is causing my enemy to fly off to negative X, positive Y, and a small incremental positive Z vector and I have no clue why. From what I can tell my code here isn't telling it to move at all...? The reason why I suspect the code is because if I deactivate the script in the inspector the object doesn't go off on its magical journey. Also all my navmeshagents are off to the side of the actual objects and I don't know why. Is there a way to move the actual agent itself? Resetting didn't help I'll try deleting it and adding a new one. Edit, didn't help, still offset.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class enemyController : MonoBehaviour
 {
     [SerializeField]
     private GameObject player;
 
     public NavMeshAgent agent;
 
     private float enemyDelayTime = 0f;
 
 
     private void Start()
     {
         agent = gameObject.GetComponent<NavMeshAgent>();
         agent.isStopped = false;
         agent.updatePosition = false;
         agent.updateRotation = false;
         
     }
 
     // Update is called once per frame
     
     void Update ()
     {
 
         enemyDelayTime -= Time.deltaTime;
 
 
         if (agent.isStopped == true)
         {
             
             if (enemyDelayTime <= 0)
             {
                 //Debug.Log("successfully resumed");
                 agent.isStopped = false;
                 enemyDelayTime = 4f;
             }
 
             
 
         }
 
 
         
 
 
     }
     
     
 
     private void OnCollisionEnter(Collision collision)
     {
         if(collision.gameObject.tag.Equals("Player"))
         {
             Debug.Log("successfully stopped");
             agent.isStopped = true;
 
             Debug.Log(enemyDelayTime);
             Debug.Log(agent.isStopped);
 
            
             
             
         }
     }
 }
 
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Answer by Seldkam · Nov 03, 2018 at 06:30 PM

Annnnd fixed this one too lol. Turns out it was a Blender issue! Be careful where that orange dot is if you use blender-- that's where Unity thinks the navmesh should go, not the actual visual object. If you don't use blender I guess there's no need to worry? haha....

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