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Bug Make a flying enemy return to its original position

Discussion in '2D' started by JialeHe28, Mar 16, 2023.

  1. JialeHe28

    JialeHe28

    Joined:
    Sep 16, 2022
    Posts:
    9
    I'm basically trying to make a flying enemy that moves from left to right until it detects the player, in which case it starts chasing it until we are too far away and they return to their original position.

    Code (CSharp):
    1.  private void FlyingPatrol() //Método que provoca que el enemigo se mueva de izquierda a derecha
    2.     {
    3.         _rigidbody.velocity = (transform.right * _enemySpeed);
    4.     }
    5.     private void FlyingChase()
    6.     //Provoca que el enemigo empieze a perseguir al jugador.
    7.     {
    8.         Vector3 _enemydirection = new Vector3(_player.transform.position.x-transform.position.x, _player.transform.position.y-transform.position.y,0f);
    9.         _rigidbody.velocity = (_enemydirection.normalized*_enemySpeed);
    10.     }
    11.  
    12.     private void ReturnPosition()
    13.     //Provoca que los enemigos vuelvan a su posición inicial.
    14.     {
    15.      
    16.         _rigidbody.velocity = ((_initialPosition-(Vector2)transform.position).normalized*_enemySpeed);
    17.     }
    18.  
    19.     private void Flip()
    20.     {
    21.         transform.Rotate(0f, 180f, 0f);
    22.         _isflipped = !_isflipped;
    23.     }
    24.  
    25.     private void UpdateEnemyState ( Estados estado) //Método que cambia los distintos estados del enemigo
    26.     {
    27.         switch (estado)
    28.         {
    29.             case Estados.patrullaje:
    30.                 FlyingPatrol();
    31.                 if (_myEnemyFOV.GetDetected())
    32.                 {
    33.                     _estado = Estados.perseguir;
    34.                 }
    35.                 break;
    36.  
    37.             case Estados.perseguir:
    38.                 FlyingChase();
    39.                 if (!_myEnemyFOV.GetDetected())
    40.                 {
    41.                     _estado = Estados.regresar;
    42.                 }
    43.                     break;
    44.  
    45.             case Estados.regresar:
    46.                 ReturnPosition();
    47.              
    48.                 if (_myEnemyFOV.GetDetected())
    49.                 {
    50.                     _estado = Estados.perseguir;
    51.                 }
    52.  
    53.                 if (Mathf.Approximately(transform.position.x, _initialPosition.x)&&Mathf.Approximately(transform.position.y,_initialPosition.y))
    54.                 {
    55.                     _estado = Estados.patrullaje;
    56.                 }
    57.                 break;
    58.         }  
    59.     }
    This is basically how it works, so far it works fine and the enemy does indeed return but due to Vector2.normalized, I think, when it reaches it's original position it stutters because it returns a vector with a length of one. What I want is to make the enemy move towards said position and then stop. Thanks.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,520
    Time for you 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 running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    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:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    When in doubt, print it out!(tm)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.