• 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 /
avatar image
0
Question by xJames720x · Sep 11, 2012 at 04:58 AM · aibeginner

Help With Basic AI, Keep Specific Distance From Player

I have just begun an independent study on Unity at my University, so I am very new to this. I have successfully created an AI which will more towards the player, collide with the player, and do damage to the player. I am now trying to modify this script in order to create a new enemy type which will move up to the player, but then maintain a constant distance from the front of the player and fire projectiles.

Here is what I have tried:

using UnityEngine; using System.Collections;

 using UnityEngine;
 using System.Collections;
 
 public class yellowCubeAI : MonoBehaviour {
     
     public Transform target;
     public int moveSpeed;
     public int rotationSpeed;
     private float distance;
     
     private Transform myTransform;
     
     
     
     void Awake(){
         //caches transform
         myTransform = transform;
     }
 
     // Use this for initialization
     void Start () {
         GameObject go = GameObject.FindGameObjectWithTag("Player");
         
         //set target to player
         target = go.transform;
         
         //calculate distance
         distance = Vector3.Distance(target.position, transform.position);
     }
     
     // Update is called once per frame
     void Update () {
         Debug.DrawLine(target.position, myTransform.position);
         
         //look at player
         myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);
         
         //move to target
         if(distance>=20){
             myTransform.position +=myTransform.forward * moveSpeed * Time.deltaTime;
         }
         else if(distance<=19){
             myTransform.position +=myTransform.forward * (-1) * moveSpeed * Time.deltaTime;
         }
     }
     
     
 }
 

As of now this AI behaves just like my other, and simply runs into the player. Any help is appreciated!

Comment
Add comment
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

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by svenskefan · Sep 11, 2012 at 07:53 AM

Hi! you are only setting the distance in the Start function. You need to continously update the distance in the Update function.

 distance = Vector3.Distance(target.position, transform.position);

Comment
Add comment · 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
0

Answer by xJames720x · Sep 11, 2012 at 07:12 PM

Hm, even when moving the distance calculation into the update function, this cube still behaves just like my other cube and simply runs into and follows the player.

Comment
Add comment · 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

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

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

9 People are following this question.

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

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Make a game using only Scripting/C#? 1 Answer

Why isn't my enemy pausing in between waypoints? C# 1 Answer

Detect player in range of enemy... 4 Answers

Why won't my AI change waypoints for patroling? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges