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Question by dd3kk · Dec 10, 2012 at 11:05 PM · wallswalkonstickingspider

How to make enemy walk on walls, while go toward player?

I need to make enemy walk on walls, like a spider, while follow the player. For example, between the enemy and the player there is a box, the enemy instead of avoid this, must walk on, sticking to the walls.

Thanks

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Answer by cmarrero01 · Dec 22, 2020 at 05:03 PM

The C# code: @rubendariohh

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Enemy : MonoBehaviour{
 
     private Transform myTransform;
     private float speed = 5.0f;
     private bool isWalking = true;
     private Vector3 curNormal = Vector3.up;
     private Vector3 hitNormal = Vector3.zero;
     
     void Start() 
     {
         myTransform = transform;
     }
     
     void Update() 
     {
         switch( isWalking )
         {
             case true :
                 // check for wall
                 RaycastHit rayHit;
                 if ( Physics.Raycast( myTransform.position, myTransform.forward, out rayHit, 1) )
                 {
                     hitNormal = rayHit.normal;            
                     isWalking = false;
                 }
                 Debug.DrawRay( myTransform.position, myTransform.forward * 1.0f, Color.red );    // show forward ray    
                 
                 // check for no floor    
                 Vector3 checkRear = myTransform.position + (-myTransform.forward * 0.25f);
                 if ( Physics.Raycast( checkRear, -myTransform.up, out rayHit, 1) )
                 {
                     // there is a floor!
                 }    
                 else
                 {
                     // find the floor around the corner
                     Vector3 checkPos = myTransform.position + (myTransform.forward * 0.5f) + (-myTransform.up * 0.51f);
                     Debug.DrawRay( checkPos, -myTransform.forward * 1.5f, Color.green );    // show floor check ray
                     if ( Physics.Raycast( checkPos, -myTransform.forward, out rayHit, 1) )
                     {
                         Debug.Log( "HitNormal " + rayHit.normal );            
                         hitNormal = rayHit.normal;            
                         isWalking = false;
                     }
                 }            
                 Debug.DrawRay( myTransform.position, -myTransform.up * 1.0f, Color.red );    // show down ray
                 // move forward
                 MoveForward();
             break;
             
             case false :
                 curNormal = Vector3.Lerp( curNormal, hitNormal, 4.0f * Time.deltaTime );
                 Quaternion grndTilt = Quaternion.FromToRotation( Vector3.up, curNormal );
                 transform.rotation = grndTilt;            
                 float check = (curNormal - hitNormal).sqrMagnitude;        
                 if ( check < 0.001f )
                 {
                     grndTilt = Quaternion.FromToRotation( Vector3.up, hitNormal );            
                     transform.rotation = grndTilt;            
                     isWalking = true;
                 }
             break;
         }
     }
     
     void MoveForward() {
         myTransform.position += transform.forward * speed * Time.deltaTime;
     }
 
 }
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