Hello,
I’m experiencing a peculiar issue with my AI enemies in Unity. When the enemies are in view of the player or the inspector, they behave correctly - transitioning from running to shooting when entering the designated shooting area. However, when they’re off-screen or not visible in the inspector, they continue to run while shooting, causing them to miss their targets.
Here’s what I’ve observed and tried so far:
- The issue occurs even when the Animator shows the shooting animation is playing.
- I’ve implemented a check to verify that they are in the Shooting state before the AI can shoot, but this hasn’t resolved the problem.
- The behavior is consistent: as soon as the AI becomes visible, it immediately switches to the correct animation and starts shooting normally.
- I’m using an AIStateManager with states like Idle, Running, and Shooting.
- The shooting logic is handled in an AIshooting class, which is triggered when entering the shooting area.
I’ve tried debugging by adding logs, but I’m still unable to pinpoint why this desync occurs only when the enemies are off-screen.
Has anyone encountered a similar issue or can suggest potential causes and solutions? I’m particularly interested in understanding why this behavior changes based on visibility and how I can ensure consistent animation and behavior regardless of whether the AI is on-screen or off-screen.
Any insights or suggestions would be greatly appreciated!