Enemy chases player backwards, among other issues with monster.

Hey, i’m having a little trouble with an asset of mine. I made this creature in blender, and it’s center is on 0,0,0. When imported into Unity, it’s not imported into 0,0,0. It’s on an oddly specific angle, though it snaps to the correct place during testing. However, the model is backwards, causing it to chase you butt-first instead of headfirst. Adding onto this, it only plays its idle animation when it’s running, which it is not coded to do.
Is there any code i can use that is a sure fire way to make it:
-Only go after the player when player is in range
-chase you headfirst as opposed to buttfirst
-wander around randomly (meaning walk a little, stop for a sec, turn and walk in a different direction a little, stop, etc) when player is outside of chase range
-play idle animation only when it is not moving, otherwise play run animation
-end game on collision between monster and player.

I’m using c# and am relatively new to coding, but i’m willing to learn.

All of this should be handled in blender, as far as forward directions and what-not. Whenever I make simple objects, and want perfect rotations I have a simple way:

When exporting a FBX model, and wanting perfect Unity rotation:
    - Rotate object -90 on the x axis
    - Ctrl + A(apply changes), select all
    - In export FBX(save screen), Transform settings uncheck "Use Space Transform"

Now however, I’m not sure if modifying “Space Transform” will ruin any animations, so double check into that, or even duplicate a second model to test.

But most importantly, Ctrl + A, is your friend in Blender. :slight_smile:

2 Likes

^ ^ ^ Ideally this.

But if you can’t change the original, just parent it and make a prefab, then use the prefab.

Instead of:

MyBlenderModel

make a prefab like

MyBlenderModel <-- twiddle, rotate and offset this to align```

Be sure to check Pivot / Center and Global / Local in the scene (shortcut keys Z and X)
1 Like

I’ve included photos of my code and how the asset loads into unity, as well as the position it’s in.
this may add more context.



My answer stands universally and context is entirely up to you.

Everybody can make prefabs.

Only you know the answer if you can edit the shape or not.

Alright. i fixed it chasing me backwards. Does anyone know how to do the other things i listed??

Are you asking us to write your code for you? Most people will take the effort if they see you’ve taken the effort…

As far as your animations not lining up, that is all handled in code, so show us the code on that, then we can help. :slight_smile:

Oh no no no, i’m not looking to code-snatch. i’m looking more so for someone to guide me through how to do some of them.

As far as the code, i’m fighting a NRE error but here ya go. sorry it’s an image, i’m posting this on my phone and not the pc.

So far I can see your running check for animation should be
if (Speed > 0) { run } else { !run }
Unless you plan on having a negative speed value that can also do a run?

And your rotation logic needs a massive overhaul, you should have all rotations and offsets handled into one Quaternion, then tell transform to equal that.

ok fair point. negative speed would be a little weird.

and how would i type that?? What it sounds like is combining lines 36+40 ?

Best example I can give is this generic method:

void TurnAndMoveTo(Vector3 moveTo)
{
    Vector3 direction = moveTo - transform.position;
    Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
    transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, turnSpeed);

    transform.Translate(0, 0, moveSpeed);
}

Why are you suffering by trying to work in this little teeny tiny text box with something like animations?!

There must be TEN MILLION different “how to animate a player controller” videos on Youtube by now.

The concept is going to be identical in all of them, if implemented slightly differently. There will be screenshots and sample code and all the different bits and bobs, and generally 100% of those bits and bobs will NEED to be perfectly in place or else it won’t work.

Finally, when something doesn’t work, use this approach:

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.