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Question by Jaibeer72 · Mar 24, 2017 at 06:50 PM · bug-perhaps

Basic AI Bug i need help with

Hello ! basically, MY AI just stops after the first waypoint, Furtheron it slides around the map rather than using the prefabs animation

as shown here link: https://goo.gl/photos/tCPc1jeXdUNyrBbz8

the code i used is

//using System; using System.Collections; using UnityEngine.AI; using UnityEngine;

namespace UnityStandardAssets.Characters.ThirdPerson { public class AI : MonoBehaviour { public NavMeshAgent agent; public ThirdPersonCharacter Character; public enum State {PETROL, CHASE} public State state; // Checking the state of the AI. private bool Alive; // Cheacking Alive or not. // VAR FOR PETROLING public GameObject[] Waypoints; private int WayPointIndex=0; public float PETROL_SPEED = 10f; // Variables for chasing public float CHASE_SPEED = 20f; public GameObject target;

     // Use this for initialization
     void Start()
     {
         agent = GetComponent<NavMeshAgent>();
         Character = GetComponent<ThirdPersonCharacter>();
         agent.updatePosition = true;
         agent.updateRotation = false;

         state = AI.State.PETROL;
         Alive = true;

         StartCoroutine("FSM");
         //Start FSM; 
     }
     IEnumerator FSM()
     {
         while(Alive)
         {
             switch (state)
             {
                 case State.PETROL:
                     Patrol();
                     break;
                 case State.CHASE:
                     Chase();
                     break;
             }
         }
         yield return null;

     }
     void Patrol()
     {
         agent.speed = PETROL_SPEED;
         if(Vector3.Distance(this.transform.position,Waypoints[WayPointIndex].transform.position)>=2f)
         {
             agent.SetDestination(Waypoints[WayPointIndex].transform.position);
             Character.Move(agent.desiredVelocity, false, false);
             Patrol();
         }
         else if(Vector3.Distance(this.transform.position, Waypoints[WayPointIndex].transform.position)<=2f)
         {
             WayPointIndex ++; // lol short hand
             if(WayPointIndex >=Waypoints.Length)
             {
                 WayPointIndex = 0;
             }
         }
         else
         {
             Character.Move(Vector3.zero, false, false);
         }
     }
     void Chase()
     {
         agent.speed = CHASE_SPEED;
         agent.SetDestination(target.transform.position);
         Character.Move(agent.desiredVelocity, false, false);
     }
     void OnTriggerEnter(Collider other)
     {
         if(other.tag=="Player")
         {
             state = AI.State.CHASE;
             target = other.gameObject;
         }
     }
 }

}

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