• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by wesacretella2000 · Jun 08, 2019 at 08:40 AM · c#cameraaiprogrammingnot working

I want my code to tell the AI to move from one log then back to the fire chamber and then to the other log but it just moves to the first log and doesnt do anything did i code something wrong?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class WoodmanAI : MonoBehaviour { public GameObject log1; public GameObject log2; public GameObject log3; public GameObject log4; public GameObject log5; public GameObject Firechamber;

     private UnityEngine.AI.NavMeshAgent navAgent;
     public GameObject agentDestination;

     public void OnTriggerEnter(Collider other)

     {
         //Once Player collides with this log they destroy the prefab
         if (other.tag == "Log1")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

         }
         //Once Player collides with this log they destroy the prefab and return to the fire place
         if (other.tag == "Log2")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;
         }
         //Once Player collides with this log they destroy the prefab and return to the fire place
         if (other.tag == "Log3")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

         }
         //Once Player collides with this log they destroy the prefab and return to the fire place
         if (other.tag == "Log4")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

         }

         //Once Player collides with this log they destroy the prefab
         if (other.tag == "Log5")
         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

         }

         //Return to fireplace after collecting log
         if (other.tag == "Fireplace")
         {

             if (GameObject.Find("Log2") != null)
             {
                 navAgent.destination = log2.transform.position;
                 other.gameObject.SetActive(false);
             }

             if (GameObject.Find("Log3") != null)
             {
                 navAgent.destination = log3.transform.position;
                 other.gameObject.SetActive(false);
             }

             if (GameObject.Find("Log4") != null)
             {
                 navAgent.destination = log4.transform.position;
                 other.gameObject.SetActive(false);
             }

             if (GameObject.Find("Log5") != null)
             {
                 navAgent.destination = log5.transform.position;
                 other.gameObject.SetActive(false);
             }
         }

     }
     // Start is called before the first frame update
     void Start()
     {
         navAgent = GetComponent<UnityEngine.AI.NavMeshAgent>();
     }

     // Update is called once per frame
     void Update()
     {
         if (agentDestination != null)
         {
             navAgent.destination = log1.transform.position;
         }
     }
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image wesacretella2000 · Jun 08, 2019 at 08:42 AM 0
Share

here is more of the code public GameObject log2; public GameObject log3; public GameObject log4; public GameObject log5; public GameObject Firechamber;

     private UnityEngine.AI.Nav$$anonymous$$eshAgent navAgent;
     public GameObject agentDestination;

     public void OnTriggerEnter(Collider other)

     {
         //Once Player collides with this log they destroy the prefab
         if (other.tag == "Log1")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

public GameObject log1; } //Once Player collides with this log they destroy the prefab and return to the fire place if (other.tag == "Log2")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;
         }
         //Once Player collides with this log they destroy the prefab and return to the fire place
         if (other.tag == "Log3")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

         }
         //Once Player collides with this log they destroy the prefab and return to the fire place
         if (other.tag == "Log4")

         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

         }

         //Once Player collides with this log they destroy the prefab
         if (other.tag == "Log5")
         {
             other.gameObject.SetActive(false);
             navAgent.destination = Firechamber.transform.position;

         }

         //Return to fireplace after collecting log
         if (other.tag == "Fireplace")
         {

             if (GameObject.Find("Log2") != null)
             {
                 navAgent.destination = log2.transform.position;
                 other.gameObject.SetActive(false);
             }

             if (GameObject.Find("Log3") != null)
             {
                 navAgent.destination = log3.transform.position;
                 other.gameObject.SetActive(false);
             }

             if (GameObject.Find("Log4") != null)
             {
                 navAgent.destination = log4.transform.position;
                 other.gameObject.SetActive(false);
             }

             if (GameObject.Find("Log5") != null)
             {
                 navAgent.destination = log5.transform.position;
                 other.gameObject.SetActive(false);
             }
         }

     }
     // Start is called before the first frame update
     void Start()
     {
         navAgent = GetComponent<UnityEngine.AI.Nav$$anonymous$$eshAgent>();
     }

     // Update is called once per frame
     void Update()
     {
         if (agentDestination != null)
         {
             navAgent.destination = log1.transform.position;
         }
     }
 }

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by BradyIrv · Jun 08, 2019 at 03:49 PM

The first thing I can think of is that the AI doesn't have a rigidbody component. It will only register collision if one of the two object has a rigidbody and both objects have a collider.

Also, as an alternative to the way you have it coded, you could create a node system. Basically create a script for a node (log position), and that node knows it's next destination. It's a bit more simple because then you don't need collision or tags. You just check to see if your AI has reached the destination, query the log, and set the next based on the log data. If that helps I also have code for reaching the destination that I found and use from another post, I can post it again here if you'd like.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image wesacretella2000 · Jun 09, 2019 at 04:45 AM 0
Share

Can you please send the code here?

avatar image
0

Answer by wesacretella2000 · Jun 09, 2019 at 04:53 AM

Yes please can you send the code? @BradyIrv

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image BradyIrv · Jun 09, 2019 at 02:16 PM 0
Share
 // This will return true when the agent reaches his destination
 private bool AtDestination(Nav$$anonymous$$eshAgent agent) {
         if (agent.pathPending)
         {
             if (!agent.isOnNav$$anonymous$$esh)
             {
                 Debug.LogWarning("Agrent not on navmesh");
                 return false;
             }
 
             else if (agent.remainingDistance <= agent.stoppingDistance)
             {
                 if (!agent.hasPath || agent.velocity.sqr$$anonymous$$agnitude == 0f)
                 {
                     return true;
                 }
                 else return false;
             }
             else return false;
         }
         else return false;
     }

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

743 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Need AI to run to last known position it won't do that... 1 Answer

Coroutine Waits, But Calls Multiple Times per Update. Is There a Way to Fix This? 1 Answer

[Problem] Need help with this! C# 0 Answers

Can anyone explain me how the Eagle Vision from Assassins Creed works? 2 Answers

Camera.main.ViewportToWorldPoint doesn't work 1 Answer

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges