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Question by MeteoSerpent101 · Feb 11, 2018 at 07:45 PM · c#unity 5networkingnavmeshagentenemyai

Enemy AI for Multiplayer (using NavMeshAgent) unity 5.6.5f1

So, I'm trying to make an enemy ai for a multiplyer game that can keep an array of all players, and once one of the players is in its lookRadius, it keeps it in a target variable and uses a navmeshagent to follow it. I have a rough idea of how to do it, but i keep on getting errors. here is my code: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class EnemyAI : MonoBehaviour { public float lookRadius = 10f; Transform target; public bool Activate = false; public bool Activated = false; NavMeshAgent agent; // Use this for initialization void Start () { agent = GetComponent<NavMeshAgent> (); } // Update is called once per frame void Update () { if (Activate == true) { float distance = Vector3.Distance (target.position, transform.position); if (distance <= lookRadius) { agent.SetDestination (target.position); if (distance <= agent.stoppingDistance) { FaceTarget (); } } } } void OnDrawGizmosSelected () { Gizmos.color = Color.red; Gizmos.DrawWireSphere (transform.position, lookRadius); } public void FindTarget() { if (Activate == true) { if (Activated != true) { target = GameObject.FindGameObjectWithTag ("Player").transform; } } } 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); } } the player would set the Activate and Activated variables to true on it's start method.

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