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Question by brendans95 · Feb 04, 2016 at 01:34 AM · c#transform.positiondistancerange

GameObject1 move away when GameObject2 gets close

I currently have a script which (in 2D space) tells my enemy GameObject to chase after my target (the player). I want it so when the enemy gets too close or when the player moves towards it, it dodges out of the way.

In my code I effectively just said the opposite of the 'chase' code (so when it gets too close, move in the opposite direction of the players location).

When I test it, the enemies:

  1. move towards the player normally (which is fine)

  2. as soon as they hit minimum distance they immediately move back to their original location

  3. if I DO manage to move my character on top of one it flickers constantly

Any ideas? Is there another function that will allow for just moving in a random direction AWAY from the target when I'm within a certain range?

Thanks guys!

 using UnityEngine;
 using System.Collections;
 
 public class GuardianKnightMeleeController : MonoBehaviour
 {
     public Transform target;
     public float speed = 5f;
     private float minDistance = 3f;
     private float range;
 
     void Update()
     {
         range = Vector2.Distance(transform.position, target.position);
 
         if (range > minDistance)
         {
             transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
         }
 
         if (range < minDistance)
         {
             transform.position = -Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
         }
 
     }
 }




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Answer by maccabbe · Feb 04, 2016 at 03:53 AM

-Vector2.MoveTowards does not define moving away but scaling the position by -1. Instead multiply the maxDistanceDelta by -1 as that will push the vector away from target, i.e.

 transform.position = Vector2.MoveTowards(transform.position, target.position, -1 * speed * Time.deltaTime);

http://docs.unity3d.com/ScriptReference/Vector2.MoveTowards.html

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avatar image brendans95 · Feb 04, 2016 at 04:37 AM 1
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Thank you friend! When I was doing it I'm like 'there is no way this would work' so your explanation makes sense!

Thanks so much! ^_^

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