AI spawns in face-down...

Hi, I’m working on a stealth game where the enemy ai patrols a series of waypoints. My issue is that when the game starts, the AI spawns in face-down instead of right-side-up WITHOUT falling over, if that make sense.

The enemy is just a simple cube with a face on it, and for some reason it doesn’t spawn in as I have it set up in the “Scene” view (where they are facing the way they are supposed to.)

Please help me out, guys. I really have been having a hard time with this project and the AI is not making it any easier :frowning:

I can supply the enemy scripts if anybody wants/needs them…

The third parameter to the Instantiate() specifies the initial rotation of the instantiated gameobject. Sounds like you need to rotate that quaternion by 90 degrees counter-clockwise around the x axis.

UPDATE:

It Seems that applying a NavMeshAgent component break the model, causing it to go face-down. Here’s the script I’m using on the enemy that accesses the NavMesh…

// Patrol.js
var points: Transform[];
var destPoint: int = 0;
var agent: GameObject;

function Start() {

    // Disabling auto-braking allows for continuous movement
    // between points (ie, the agent doesn't slow down as it
    // approaches a destination point).

    GotoNextPoint();
}

function GotoNextPoint() {
    // Returns if no points have been set up
    if (points.Length == 0)
        return;
        
    // Set the agent to go to the currently selected destination.
    agent.destination = points[destPoint].position;

    // Choose the next point in the array as the destination,
    // cycling to the start if necessary.
    destPoint = (destPoint + 1) % points.Length;
}

function Update() {
    // Choose the next destination point when the agent gets
    // close to the current one.
    if (agent.remainingDistance < 0.5f)
        GotoNextPoint();
}

Any Ideas?~