You could also set it up with an if statement to where before they move it checks the area for other enemies within a certain radius. I can get the enemy to approach the player and I can get the enemy to stay a certain distance from the player but I'm not sure how to get the enemy to actually stay in front of the player. Start by clicking the New button at the top of the window after launching Unity as shown in Figure 1. One simple way of doing it could be to make a few alternate versions of the script and have different AI profiles for the enemies (just give them a random one when created). Maybe even one that makes some random moves if that works in your game. Range attack target when it is in certain range of the enemy. You can assign Fire audio and Reload audio variables right away if you have suitable Audio Clips in your project. Let's learn how to make 2D pathfinding using A* with and without code! All animations working. Also don't forget to mark every static Object in Scene as Navigation Static before baking NavMesh: Interested in obtaining the source project of this tutorial? You could try giving each enemy a mass in Unity and collision detection so they cant go thru each other, but without a lot of work if they are doing basic player tracking you are going to end up with a horde. //Unity 5 Enemy Follow to Player C# Script: using System.Collections; using System.Collections.Generic; using UnityEngine; public class emove : MonoBehaviour … If the player fires his firearm within a certain hearing range of an Enemy Bot, the Enemy AI should be alerted to his position. Move the "Rifle" Object inside the "WeaponManager" Object and place it in front of the Camera like this: Attach SC_Weapon script to a Rifle Object (You will notice that it also added a Audio Source component, this is needed to play the fire and reload audios). Melee attack target when it is in certain range of the enemy. I have a 2d platform game where I want the enemy to follow the player for some time. My enemy walks to certain "points" if the player is far away from him. For the Fire Point, create new GameObject, move it inside alive enemy instance and place it slightly in front of the instance, then assign it to the Fire Point variable: Finally Save the alive instance to Prefab and delete it from Scene. It would look as if the enemy is thinking by itself and trying to catch the targeted object. I think that one possible solution would be to make the enemies move in a random direction every few frames, but I'm not sure on this. oh hey thanks for the link. I'm in the process of implementing a 2D top-down shooter game. Setting Up Enemy AI Below I have created 2 variations of the Cube (The Left one is for the alive instance and the Right one will be spawned once the enemy is killed): Click here. Save the Dead Instance to Prefab and delete it from Scene. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. Unity is the ultimate game development platform. Figure 1: Creating a new project Name your project AI and make sure the project is a 3D project. Create new script and name it "SC_NPCEnemy" then paste the code below inside it: Create new script, name it "SC_EnemySpawner" then paste the code below inside it: Create new script, name it "SC_DamageReceiver" then paste the code below inside it: Attach SC_NPCEnemy script to alive enemy instance (You'll notice it added another component called NavMesh Agent, which is needed to navigate the NavMesh), Assign the recently created dead instance prefab to Npc Dead Prefab variable. Teleport to a random location within a certain range when the target gets close enough to the enemy. Posted on May 25, 2019. by admin. Lastly, just in case you have objects in your world that may obstruct the player, you could use Physics2D.RaycastAll to make sure you get all possible collisions (and not just the first one, like a wall between the enemy and the player). Create a new script, name it "SC_CharacterController" and paste the code below inside it: Attach SC_CharacterController script to "Player" Object (You will notice that it also added another component called Character Controller, change its center value to (0, 1, 0)), Assign Main Camera to the Player Camera variable in SC_CharacterController. For now we will just assign the Fire point variable: Bullet prefab will be spawned according to a Weapon's fire rate and will use raycast to detect whether it hit something and inflict the damage. They will attack in waves, with each wave having more enemies to eliminate. Unity script for enemy to follow player. My problem currently is the enemy detection range. Interfaces in C# are useful for when you need to make sure that the script which uses it, have certain methods implemented. Then set it to look for a new space new space if that one is full or to move if it is empty. Step 2 Example. You could try giving each enemy a mass in Unity and collision detection so they cant go thru each other, but without a lot of work if they are doing basic player tracking you are going to end up with a horde. The following variables can be adjusted from the Inspector. Save the Bullet object to Prefab and delete it from the Scene. The enemies will be a simple Cubes that follow the Player and attack once they are close enough. Once you’ve done that and set a location on your computer for the project, click the Create Project button near the bottom shown in Figure 2. And lastly we have to bake the NavMesh in our scene so the enemy AI will be able to navigate. 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