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Question by Forever061 · Jun 17, 2021 at 12:59 PM · airaycasting

I'm trying to make a line of sight enemy for a horror game, but My script isn't working?

I don't know why it isn't working, the navmesh ai stuff is fine, but the raycast stuff is broken. sorry if it's obvious, I'm very new to coding

my script:

 public class Sight : MonoBehaviour
 {
     public Camera Eyes;
     Transform target;
     NavMeshAgent Agent;
     private bool Yes;
     public float range;
     private void Start()
     {
         target = PlayerManager.instance.player.transform;
         Agent = GetComponent<NavMeshAgent>();
     }
 
     private void OnTriggerEnter(Collider collider)
     {
         if (collider.gameObject.tag == "Player")
         {
             Yes = true;
         }
         
     }
     private void OnTriggerExit(Collider collider)
     {
         if (collider.gameObject.tag == "Player")
         {
             Yes = false;
         }
     }
     private void Update()
     {
         if (Yes == true)
         {
             RaycastHit hit;
             Vector3 origin = transform.position;
             Vector3 direction = Eyes.transform.forward;
             Ray ray = new Ray(origin, direction);
             if (Physics.Raycast(origin, direction, out hit, range))
             {
                 if (hit.collider.gameObject.tag == "Player")
                 {
                     Agent.SetDestination(target.position);
 float distance = Vector3.Distance(target.position, transform.position);
                     if (distance <= Agent.stoppingDistance)
                     {
                         FaceTarget();
                     }
                 }
             }
         }
     }
   
 
     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);
     }
 }

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Answer by DenisIsDenis · Jun 17, 2021 at 01:09 PM

Try replacing Agent = GetComponent(); on the:

 Agent = GetComponent <NavMeshAgent> ();
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avatar image Forever061 · Jun 18, 2021 at 03:00 AM 0
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The navigation isn't the problem i tested that code and it worked fine, the raycast just isn't doing anything

avatar image DenisIsDenis Forever061 · Jun 18, 2021 at 03:22 AM 1
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In your script, the enemy goes to the player if he is standing directly in front of the eye camera. That is, the player can easily miss the ray. It may be better to use a ray aimed directly at the target, and then check the angle with the eye.transform.forward vector:

    RaycastHit hit;
    Vector3 origin = transform.position;
    Vector3 direction = target.position - transform.position; //Eyes.transform.forward;
    Ray ray = new Ray(origin, direction);
    if (Physics.Raycast(origin, direction, out hit, range))
    {
        if (hit.collider.gameObject.tag == "Player" &&
            Vector3.Angle(direction, Eyes.transform.forward)<= 30f)//angle of view = 60
        {
            Agent.SetDestination(target.position);
            float distance = Vector3.Distance(target.position, transform.position);
            if (distance <= Agent.stoppingDistance)
            {
                FaceTarget();
            }
        }
    }
 
avatar image Forever061 DenisIsDenis · Jun 18, 2021 at 03:30 AM 0
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Thankyou!, this worked. i didn't think about that at all (: your a life saver

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