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Question by DaedalusFlyBoy · Apr 13, 2020 at 06:38 PM · c#aiwander

How to make enemies randomly wander in a certain area of NavMesh?

Hey Guys,

So I'm currently making an open world game, and I want to make it so my enemies will roam around certain areas.

I have all my coding done for the enemies to attack my character if I move into a certain distance, but when I'm not in there radius I've currently just got them in a walk animation on the spot.

This is what I have so far... using UnityEngine; using UnityEngine.AI;

 public class EnemyController : MonoBehaviour
 {
 
     public float lookRadius = 10f;  
 
     Transform target; 
     NavMeshAgent agent; 
     CharacterCombat combat;
 
     private BaseEnemyAnimator baseEnemyAnimator;
 
     private float wanderSpeed = 2f;
     public float normalSpeed;
     public int roamRadius=70;
 
 
     void Start()
     {
         target = PlayerManager.instance.player.transform;
         agent = GetComponent<NavMeshAgent>();
         combat = GetComponent<CharacterCombat>();
         normalSpeed = agent.speed;
         baseEnemyAnimator = GetComponent<BaseEnemyAnimator>();
     }
 
 
 
     void Update()
     {
         // Distance to the target
         float distance = Vector3.Distance(target.position, transform.position);
 
 
 
         //if not inside the lookRadius
         if (distance >= lookRadius)
         {
             agent.speed = wanderSpeed;
             baseEnemyAnimator.IsWandering();
         }
 
 
 
         // If inside the lookRadius
         if (distance <= lookRadius)
         {
                 // Move towards the target
                 agent.SetDestination(target.position);
                 agent.speed = normalSpeed;
                 baseEnemyAnimator.IsNotWandering();
 
                 // If within attacking distance
                 if (distance <= agent.stoppingDistance)
                 {
                     CharacterStats targetStats = target.GetComponent<CharacterStats>();
                     if (targetStats != null)
                     {
                         combat.Attack(targetStats);
                     }
 
                     FaceTarget();   // Make sure to face towards the target
                 }
         }
     }
 
         // Rotate to face the target
         void FaceTarget()
         {
             Vector3 direction = (target.position - transform.position).normalized;
             Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
             transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * 5f);
         }
 
 
 
 
         // Show the lookRadius in editor
         void OnDrawGizmosSelected()
         {
             Gizmos.color = Color.red;
             Gizmos.DrawWireSphere(transform.position, lookRadius);
         }
 
 }
 
 

If anyone could help me figure out how to move them it would be greatly appreciated!

Happy Easter

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Answer by $$anonymous$$ · Apr 13, 2020 at 07:35 PM

If the world is big enough you could just pick a random position around them like new Vector3(transform.position.x + Random.Range(-x, x), 0, transform.position.y + Random.Range(-x, x)

If you want them to stay in a certain area you could parent them to an object with a box colider and use the bounds of it as max points for the next position. You can access the bounds.min and bound.max of the collider.

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