Slenderman script problem

I am making a slenderman game in unity pro 4. Everything works fine except from 2. The follow script and the tree colliders.
1)The player won’t collide with trees. Tree colliders are on. Don’t know how to fix that:(
2)The script to make him follow is a bit buggy. Works good, but instead of stay, he flies in the air a meter from the ground in horizontal position. I don’t know exactly where the problem is. Hope you help me:/
Here is it:
#pragma strict
@script RequireComponent( AudioSource )

public var thePlayer : Transform;
private var theEnemy : Transform;

public var speed : float = 5.0;

var isOffScreen : boolean = false;
public var offscreenDotRange : float = 0.7;

var isVisible : boolean = false;
public var visibleDotRange : float = 0.8; // ** between 0.75 and 0.85 (originally 0.8172719) 

var isInRange : boolean = false;

public var followDistance : float = 24.0;
public var maxVisibleDistance : float = 25.0;

public var reduceDistAmt : float = 3.1;

private var sqrDist : float = 0.0;

public var health : float = 100.0;
public var damage : float = 20.0;

public var enemySightedSFX : AudioClip;

private var hasPlayedSeenSound : boolean = false;

private var colDist : float = 5.0; // raycast distance in front of enemy when checking for obstacles


function Start() 
{
    if ( thePlayer == null )
    {
       thePlayer = GameObject.Find( "Player" ).transform;
    }

    theEnemy = transform;
}

function Update() 
{
    // Movement : check if out-of-view, then move
    CheckIfOffScreen();

    // if is Off Screen, move
    if ( isOffScreen )
    {
       MoveEnemy();

       // restore health
       RestoreHealth();
    }
    else
    {
       // check if Player is seen
       CheckIfVisible();

       if ( isVisible )
       {
         // deduct health
         DeductHealth();

         // stop moving
         StopEnemy();

         // play sound only when the Man is first sighted
         if ( !hasPlayedSeenSound )
         {
          audio.PlayClipAtPoint( enemySightedSFX, thePlayer.position ); 
         }
         hasPlayedSeenSound = true; // sound has now played
       }
       else
       {
         // check max range
         CheckMaxVisibleRange();

         // if far away then move, else stop
         if ( !isInRange )
         {
          MoveEnemy();
         }
         else
         {
          StopEnemy();
         }

         // reset hasPlayedSeenSound for next time isVisible first occurs
         hasPlayedSeenSound = false;
       }
    }

}


function DeductHealth() 
{
    // deduct health
    health -= damage * Time.deltaTime;

    // check if no health left
    if ( health <= 0.0 )
    {
       health = 0.0;
       Debug.Log( "YOU ARE OUT OF HEALTH !" );

       // Restart game here!
       // Application.LoadLevel( "sceneLose" );
    }
}


function RestoreHealth() 
{
    // deduct health
    health += damage * Time.deltaTime;

    // check if no health left
    if ( health >= 100.0 )
    {
       health = 100.0;
       //Debug.Log( "HEALTH is FULL" );
    }
}


function CheckIfOffScreen() 
{
    var fwd : Vector3 = thePlayer.forward.normalized;
    var other : Vector3 = (theEnemy.position - thePlayer.position).normalized;

    var theProduct : float = Vector3.Dot( fwd, other );

    if ( theProduct < offscreenDotRange )
    {
       isOffScreen = true;
    }
    else
    {
       isOffScreen = false;
    }
}


function MoveEnemy() 
{
    // Check the Follow Distance
    CheckDistance();

    // if not too close, move
    if ( !isInRange )
    {
       rigidbody.velocity = Vector3( 0, rigidbody.velocity.y, 0 ); // maintain gravity

       // --
       // Old Movement
       //transform.LookAt( thePlayer );   
       //transform.position += transform.forward * speed * Time.deltaTime;
       // --

       // New Movement - with obstacle avoidance
       var dir : Vector3 = ( thePlayer.position - theEnemy.position ).normalized;
       var hit : RaycastHit;

       if ( Physics.Raycast( theEnemy.position, theEnemy.forward, hit, colDist ) )
       {
         //Debug.Log( " obstacle ray hit " + hit.collider.gameObject.name );
         if ( hit.collider.gameObject.name != "Player" && hit.collider.gameObject.name != "Terrain" )
         {         
          dir += hit.normal * 20;
         }
       }

       var rot : Quaternion = Quaternion.LookRotation( dir );

       theEnemy.rotation = Quaternion.Slerp( theEnemy.rotation, rot, Time.deltaTime );
       theEnemy.position += theEnemy.forward * speed * Time.deltaTime;

       // --
    }
    else
    {
       StopEnemy();
    }
}


function StopEnemy() 
{
    transform.LookAt( thePlayer );

    rigidbody.velocity = Vector3.zero;
}


function CheckIfVisible() 
{
    var fwd : Vector3 = thePlayer.forward.normalized;
    var other : Vector3 = ( theEnemy.position - thePlayer.position ).normalized;

    var theProduct : float = Vector3.Dot( fwd, other );

    if ( theProduct > visibleDotRange )
    {
       // Check the Max Distance
       CheckMaxVisibleRange();

       if ( isInRange )
       {
         // Linecast to check for occlusion
         var hit : RaycastHit;

         if ( Physics.Linecast( theEnemy.position + (Vector3.up * 1.75) + theEnemy.forward, thePlayer.position, hit ) )
         {
          Debug.Log( "Enemy sees " + hit.collider.gameObject.name );

          if ( hit.collider.gameObject.name == "Player" )
          {
              isVisible = true;
          }
         }
       }
       else
       {
         isVisible = false;
       }
    }
    else
    {
       isVisible = false;
    }
}


function CheckDistance() 
{
    var sqrDist : float = (theEnemy.position - thePlayer.position).sqrMagnitude;
    var sqrFollowDist : float = followDistance * followDistance;

    if ( sqrDist < sqrFollowDist )
    {
       isInRange = true;
    }
    else
    {
       isInRange = false;
    }  
}


function ReduceDistance() 
{
    followDistance -= reduceDistAmt;
}


function CheckMaxVisibleRange() 
{
    var sqrDist : float = (theEnemy.position - thePlayer.position).sqrMagnitude;
    var sqrMaxDist : float = maxVisibleDistance * maxVisibleDistance;

    if ( sqrDist < sqrMaxDist )
    {
       isInRange = true;
    }
    else
    {
       isInRange = false;
    }  
}


function OnGUI()
{
    GUI.Box( Rect( (Screen.width * 0.5) - 60, Screen.height - 35, 120, 25 ), "Health : " + parseInt( health ).ToString() );
}

I’m pretty new to this Unity thing, but I cannot for the life of me get colliding trees when using the terrain tool.

The only way I can get ‘solid’ trees is by importing a tree model, adding a collider (sphere or capsule) and placing it within. Make this a prefab and then make a ton of copies of the tree.

As for the following thing, I can’t help you there, someone else can I am sure.

For the trees, if you used Terrain to create them, they will not have any ability to collide (yes, even if you add the script). If you want to mass produce trees, use the tree creator, make a tree that you like and then just keep duplicating and moving the duplicates.

As for your Slenderman script, it could have something to do with your ragdoll’s rotation position, or it might not. Try and play with its position a bit and see if that’s the issue.

i had this problem too, here is how you solve it
1.create a new prefab
2.find the old tree prefab that has no collider
3.drag the old prefab into the new one
4.gameobject>create other> capsule
5.resize it to your liking
6.now click your terrain
7.paint tree
8.drag your new prefab into your trees
9.you are done!

you have to add a capsule collider to slenderman and drag the enemy(object) to the enemy script

you took that script from alucard jay; without giving credit.