Searching, and trying different scripts so that an enemy comes to look for me, or follow me, and not being successful, I come to ask, why, what am I failing, since it is costing me a lot.
This is my enemy’s script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy1 : MonoBehaviour
{
private Transform target;
public float speed;
public Animator Animator;
public GameObject PJ1;
private float Horizontal;
private void Start(){
target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
}
public void Update(){
Vector3 direction=PJ1.transform.position-transform.position;
transform.position = Vector2.MoveTowards(transform.position, target.position, speed*Time.deltaTime);
if(direction.x>=0.0f)transform.localScale=new Vector3(1.0f,1.0f,1.0f);
else transform.localScale=new Vector3(-1.0f,1.0f,1.0f);
float distance=Mathf.Abs(PJ1.transform.position.x-transform.position.x);
}
}
“PJ1” is my player, the one I control, in the inspector I have it like this:
And what happens when I get closer to the radius that I should start following, it flies away (only in the coordinates “X” and “Y” infinitely)
You need to space/format your code out mate. Makes it awfully hard to help when you have it crammed together like that, both for us and for yourself.
Not sure what your code is trying to do. You have a reference to your player, but then you still look up another reference in Start()? (You also don’t need to GetComponent<T> for transform. Every game object has a .transform property)
Is the enemy an instantiated prefab? Or does it reside in the scene? Is PJ1 a reference to a player prefab, or an instance in the scene?
And yeah, I think your direction calculation is the wrong way around. Subtract where you’re going from where you are.
Actually I retract my earlier suggestion… you’re not even using the direction to move.
You’re calculating direction with PJ1, yet you’re moving towards target… that doesn’t seem… right.
Yeah, seriously break this into about 20 lines of code, with lots of temporary variables and less repeating code, simplify, simplify, simplify, one thing per line.
If you have more than one or two dots (.) in a single statement, you’re just being mean to yourself.
Break it up, practice social distancing in your code, one thing per line please.
“Programming is hard enough without making it harder for ourselves.” - angrypenguin on Unity3D forums
“Combining a bunch of stuff into one line always feels satisfying, but it’s always a PITA to debug.” - StarManta on the Unity3D forums
Once you do that, here’s how to track down what’s going on:
You must find a way to get the information you need in order to reason about what the problem is.
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 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.
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.
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:
When in doubt, print it out!™
Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.