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Question by MilKID · Feb 11, 2017 at 04:53 PM · ai

Ai Wandering

So I have this script for making an AI wander to a random point within a given range. It works as to so far that my enemy moves but it keeps spinning around itself while doing it.

 void Update()
     {
         if (isWandering) {
             WanderWaypoint ();
             Wander ();
         }
     }
 
     void WanderWaypoint()
     {
         float RandomizedXPos = Random.Range (transform.position.x - wanderRange, transform.position.x + wanderRange);
         float RandomizedZPos = Random.Range (transform.position.z - wanderRange, transform.position.z + wanderRange);
 
         wayPoint = new Vector3 (RandomizedXPos, 1, RandomizedZPos);
     }
 
     void Wander()
     {
         transform.LookAt (wayPoint);
         transform.position += transform.TransformDirection (Vector3.forward) * walkSpeed * Time.deltaTime;
         if ((transform.position - wayPoint).magnitude < 3) {
             WanderWaypoint ();
         }
     }

Does Anybody see the problem? Thanks in advance!

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Answer by Fahir · Oct 10, 2021 at 03:29 PM

You are calling WanderWaypoint() and Wander() in the Update function. You need a logic that will set a new WanderWaypoint only when you reach the current wander point. You can use a simple distance check between your player and the target waypoint destination.

Alternatively, you can use nav mesh agent to make him wander in a baked area. I have written a detailed article that will help you implement everything you need and get an idea how to fix your current issue. You can check it out here: https://awesometuts.com/blog/unity-enemy-ai/

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Answer by toshibahan · Feb 17, 2017 at 11:40 AM

WanderWaypoint (); Wander ();

There are two problems first is that you are in a frame are calculated re-random direction second is your direction should be forward in front of their own.

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