For some reason I can get my gravity on my enemies to work fine in the editor but as soon as I create a windows build and try it out, the gravity on them is extreamilly slow and doesnt work correctly:
var lookattarget : Transform;
private var myTransform : Transform;
private var controller : CharacterController;
var gravity = 500.0;
var grounded = false;
function Start () {
controller = GetComponent(CharacterController);
myTransform = transform;
go = GameObject.FindGameObjectWithTag("Player"); lookattarget = go.transform;
}
function Update () {
var dist = Vector3.Distance(lookattarget.position, transform.position);
var targetDir = lookattarget.position - transform.position;
var forward = transform.forward;
var angle = Vector3.Angle(targetDir, forward);
if (angle < 60.0 dist < 20){
transform.LookAt(Vector3(lookattarget.position.x, transform.position.y, lookattarget.position.z));
moveDirection = Vector3(0, 0, 1);
moveDirection = myTransform.TransformDirection(moveDirection) * 5;//speed here
}
moveDirection.y -= gravity * Time.deltaTime;
grounded = (controller.Move(moveDirection * Time.deltaTime) CollisionFlags.Below) != 0;
}
I am using a character controller for my enemies.
Anyone know if I am doing something wrong?