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Question by Spid3rtech · Jan 02, 2017 at 11:37 AM · c#airotatecubes

How to make AI turn towards the player

So I have a player script where wherever he moves his "face" flips toward that direction, it actually look very nice. But now I want to make it so when the AI starts chasing the player, it's face also flips toward that direction(The direction of the player). I am using cubes for both "players", but not the simple cube, a special cube where you could add a texture to just one side of the cube. The player has a blue "face" which turns toward the direction it moves, and the enemy has a red face.

This is the script I have so far for the AI movement, how can I make it rotate it's face toward another object?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class AI : MonoBehaviour
 {
 
     [Header("AI settings")]
     public GameObject target;
     public float Speed;
     public float distanceUntilChase;
 
     void Update()
     {
 
         if ((target.transform.position - this.transform.position).sqrMagnitude < distanceUntilChase)
         {
             transform.position = Vector3.MoveTowards(transform.position, target.transform.position, Speed);
         }
     }
 }

Also, I have the camera following the player, and when the AI starts chasing the player, it has this noticeable lagging motion... Is there any way to fix that? I have tried multiple things. I stopped the camera from following the player, but the AI still lags when it comes against a wall.

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Answer by arain55 · Jan 02, 2017 at 02:04 PM

@Spid3rtech use transform.LookAt()

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class AI : MonoBehaviour
 {
 
     [Header("AI settings")]
     public GameObject target;
     public float Speed;
     public float distanceUntilChase;
 
     void Update()
     {
 
         if ((target.transform.position - this.transform.position).sqrMagnitude < distanceUntilChase)
         {
             transform.position = Vector3.MoveTowards(transform.position, target.transform.position, Speed);
             transform.LookAt(target.transform);
         }
     }
 }

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avatar image Spid3rtech · Jan 02, 2017 at 09:32 PM 0
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Sweet. It worked, but how would I make it so the AI actually has an animation for turning? Because it just "teleports" it's face looking at the target.

avatar image arain55 Spid3rtech · Jan 04, 2017 at 03:00 PM 0
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@Spid3rtech i have no idea xD , but try to add the normal animations such as idle, walk,run and when the enemy turns while running it should smoothly turn towards the character (it shouldnt teleport?)and the run animation would blend in nicely

avatar image RobAnthem · Jan 04, 2017 at 04:49 PM 0
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doing

 transform.LookAt(target.transform.position * Time.DeltaTime) ;

would smooth it out.

As far as animating it goes, you'll want to create a series of "States" for the npc. Enums work well, for example.

 public Enum enemyState { Idle, Walking, Turning, Fighting, Searching |
 public enemyState EnemyState;
 
 void Update()
 {
     if (EnemyState == enemyState.Idle)
     {
         //Play idle animation
     }
 }



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