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Question by Raymond 2 · Mar 02, 2011 at 06:44 PM · raycastfollow

Follow player problems

I got a script that randomly walks around, and avoids obstacles, but now i want it to follow a specific object (the player), i tried some things but i can't figure it out, anyone who can help??

Here's the script: (C#)

using UnityEngine; using System.Collections;

public class enemyFollowerRayCast : MonoBehaviour { public float speed = 20; public float rotateSpeed = 10; private int direction = -1; public float maxDistance = 5; public float directionDistance = 5; // Use this for initialization void Start () {

 }

 // Update is called once per frame
 void Update ()

{
Debug.Log(direction); if(!Physics.Raycast(transform.position, transform.forward, maxDistance)) { transform.Translate(Vector3.forward speed Time.smoothDeltaTime); } else { if(Physics.Raycast(transform.position, transform.right, directionDistance)) { direction = -1; } else if(Physics.Raycast(transform.position, -transform.right, directionDistance)) { direction = 1; } transform.Rotate(Vector3.up, 90 rotateSpeed Time.smoothDeltaTime * direction); } } }

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Answer by Ilias · Mar 12, 2011 at 03:03 PM

You can use this.

EDIT

Use this script in the character:

var speed = 3.0; var rotationSpeed = 5.0; var dontComeCloserRange = 5.0; var target : Transform;

// Make sure there is always a character controller @script RequireComponent (CharacterController)

function Start () { // Auto setup player as target through tags if (target == null && GameObject.FindWithTag("Player")) target = GameObject.FindWithTag("Player").transform;

 Patrol();

}

function CanSeeTarget () : boolean { if (Vector3.Distance(transform.position, target.position) > attackRange) return false;

 var hit : RaycastHit;
 if (Physics.Linecast (transform.position, target.position, hit))
     return hit.transform == target;

 return false;

}

function RotateTowards (position : Vector3) { SendMessage("SetSpeed", 0.0);

 var direction = position - transform.position;
 direction.y = 0;
 if (direction.magnitude < 0.1)
     return;

 // Rotate towards the target
 transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
 transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);

}

function MoveTowards (position : Vector3) { var direction = position - transform.position; direction.y = 0; if (direction.magnitude < 0.5) { SendMessage("SetSpeed", 0.0); return; }

 // Rotate towards the target
 transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(direction), rotationSpeed * Time.deltaTime);
 transform.eulerAngles = Vector3(0, transform.eulerAngles.y, 0);

 // Modify speed so we slow down when we are not facing the target
 var forward = transform.TransformDirection(Vector3.forward);
 var speedModifier = Vector3.Dot(forward, direction.normalized);
 speedModifier = Mathf.Clamp01(speedModifier);

 // Move the character
 direction = forward * speed * speedModifier;
 GetComponent (CharacterController).SimpleMove(direction);

 SendMessage("SetSpeed", speed * speedModifier, SendMessageOptions.DontRequireReceiver);

}

function PickNextWaypoint (currentWaypoint : AutoWayPoint) { // We want to find the waypoint where the character has to turn the least

 // The direction in which we are walking
 var forward = transform.TransformDirection(Vector3.forward);

 // The closer two vectors, the larger the dot product will be.
 var best = currentWaypoint;
 var bestDot = -10.0;
 for (var cur : AutoWayPoint in currentWaypoint.connected) {
     var direction = Vector3.Normalize(cur.transform.position - transform.position);
     var dot = Vector3.Dot(direction, forward);
     if (dot &gt; bestDot &amp;&amp; cur != currentWaypoint) {
         bestDot = dot;
         best = cur;
     }
 }

 return best;

}


Sure i was forgotten.

Then Create an empty GameObject and drag this JS in it.

static var waypoints = Array(); var connected = Array(); static var kLineOfSightCapsuleRadius = 0.25;

static function FindClosest (pos : Vector3) : AutoWayPoint { // The closer two vectors, the larger the dot product will be. var closest : AutoWayPoint; var closestDistance = 100000.0; for (var cur : AutoWayPoint in waypoints) { var distance = Vector3.Distance(cur.transform.position, pos); if (distance < closestDistance) { closestDistance = distance; closest = cur; } }

 return closest;

}

@ContextMenu ("Update Waypoints") function UpdateWaypoints () { RebuildWaypointList(); }

function Awake () { RebuildWaypointList(); }

// Draw the waypoint pickable gizmo function OnDrawGizmos () { Gizmos.DrawIcon (transform.position, "Waypoint.tif"); }

// Draw the waypoint lines only when you select one of the waypoints function OnDrawGizmosSelected () { if (waypoints.length == 0) RebuildWaypointList(); for (var p : AutoWayPoint in connected) { if (Physics.Linecast(transform.position, p.transform.position)) { Gizmos.color = Color.red; Gizmos.DrawLine (transform.position, p.transform.position); } else { Gizmos.color = Color.green; Gizmos.DrawLine (transform.position, p.transform.position); } } }

function RebuildWaypointList () { var objects : Object[] = FindObjectsOfType(AutoWayPoint); waypoints = Array(objects);

 for (var point : AutoWayPoint in waypoints) {
     point.RecalculateConnectedWaypoints();
 }

}

function RecalculateConnectedWaypoints () { connected = Array();

 for (var other : AutoWayPoint in waypoints) {
     // Don't connect to ourselves
     if (other == this)
         continue;

     // Do we have a clear line of sight?
     if (!Physics.CheckCapsule(transform.position, other.transform.position, kLineOfSightCapsuleRadius)) {
         connected.Add(other);
     }
 }   

}

Then drag the Waypoint object in the scene. The character will walk to that point.

Now it should work. :D

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avatar image Raymond 2 · Mar 13, 2011 at 09:03 PM 0
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it just gives one error in line 71, about the part AutoWayPoint, the error says this: Assets/scripts/Enemy Scripts/NewEnemyFollower.js(71,46): BCE0018: The name 'AutoWayPoint' does not denote a valid type ('not found').

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