So basically I want to create a Zombie Horde game and I used a model from mixamo and imported all the animations that I wanted. I watched a youtube video on how to make the animation work and stuff. It all worked. Then I wanted to expand on that idea so whenever this zombie sees the Player it starts doing another animation like attack but I have trouble making the raycast work. Basically the animation is just idle all the time and doesn’t tag the Player even though I have set a tag specifically for it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ZombieAI : MonoBehaviour
{
public string hitTag;
public bool lookingAtPlayer = false;
public GameObject theZombie;
You’re checking that every frame… so any attack it starts it will soon fail if the player moves aside.
It might even fail because you’re restarting it every frame.
You can inhibit the decision making with some kind of cooldown timer.
Cooldown timers, gun bullet intervals, shot spacing, rate of fire:
Or you could implement AnimationEvents to decide when the animation has ended.
Otherwise, if it’s just a bug you have in the code above, 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 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.
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.
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.