Follow Array of Vector3? (C#)

I have this car… it needs to follow a set of points to get where it needs to go. THese points are calculated using A* pathfinding as per Aron Granberg’s method. I’ve looked on his page and it says that I should be able to put the method PathComplete( Vector3[ ] points ) in my code and the array points will have all the points I need to follow in order to get to where I need to go. I should be able to scroll through that array and move my car to each Vector3 in that array, right? Here’s the complete script:

using UnityEngine;
using System.Collections;

public class GroundUnitAI : MonoBehaviour 
{

	public Transform target;
	public int Speed = 20;
	public int rotateSpeed = 30;
	private Transform tempform;
	private Command state = Command.Walk;
	
	public enum Command
	{
		Attack,
		Walk,
		Stay
	}
	
	// Use this for initialization
	void Start() 
	{
		
	}
	
	// Update is called once per frame
	void Update() 
	{
		if( Input.GetButtonDown("Fire2") )
			(GetComponent (typeof(Seeker)) as Seeker).StartPath(transform.position, target.position);
	}
	
	public void LateUpdate()
	{
		float temp;
		temp = Terrain.activeTerrain.SampleHeight(transform.position);
		Vector3 v = new Vector3( transform.position.x, temp, transform.position.z );
		transform.position = v;
	}
	
	public void PathComplete( Vector3[] points ) 
	{
	//The points are all the waypoints you need to follow to get to the target
		//we'll scroll through the array, rotating the transform and then moving it.
		//it doesn't work, though
		if( state != Command.Stay )
		{
			for( int x = 0; x < points.Length; x++)
			{
				tempform.position = new Vector3( points[x].x, transform.position.y, points[x].z );
				if( transform.position != tempform.position ) 
				{
					transform.LookAt( tempform );
					transform.Translate( 0, 0, Time.deltaTime*Speed );
				}
				else 
					transform.Translate( 0, 0, 0 );
			}
		}
	}
}

Why does the car not move?

For those of us not familiar with the library, perhaps you could provide the following info:

  1. What does Seeker.StartPath() do?

  2. Did you write PathComplete()? Or did you get that from a tutorial or example?

  3. When and from where is PathComplete() called?

@Jessie Anders Seeker.StartPath() is tha pathfinding call. It figutes out the best possible route from point A to point B. I wrote all the code inside of PathComplete(), but the method declatation is on Aron Granberg’s website, found here. PathComplete() is called from the script named Seeker when the path has been calculated… I think. The website isn’t all that clear on it, actually.