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Question by jwalkaz33 · Nov 14, 2019 at 02:40 AM · movement script2d-gameplaymovetowards

How do I keep objects from coming within a certain distance of eachother? 2D

Im making a 2D game similar to binding of Isaac. When the player enters a room it spawns 1-5 random enemies within the confines of the room. The issue Im having is since some of them moveToward the player they can end up being a clump of enemies. Is there a way to make it so the enemies stay a certain distance from each other?

public class DefaultEnemyMove : MonoBehaviour { public float speed = 5; public Transform enemyPos; private Transform player; float distToPlayer = 0; private Rigidbody2D rb2d; // Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>(); rb2d = GetComponent<Rigidbody2D>(); rb2d.freezeRotation = true; } // Update is called once per frame void Update() { if (player != null) { if (enemyPos) { distToPlayer = Vector3.Distance(enemyPos.position, player.position); transform.localRotation = Quaternion.Euler(0, 0, 0); //print("Distance to other: " + dist); } if (distToPlayer > 10) { gameObject.transform.position = Vector2.MoveTowards(gameObject.transform.position, player.position, Time.deltaTime * speed); transform.localRotation = Quaternion.Euler(0, 0, 0); } } } } above is my default move code

Edit: im not sure why the format is so weird I cant seem to fix it

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