Player not moving to all waypoints.












0















Enemy character not moving to the 3rd waypoint. After moving to waypoint 2 it just stops and the idle animation plays. The character has a NavMeshAgent on it and it looks like the destination reached event is not being triggered when he gets to the waypoint. If anyone has had a situation like this before I would appreciate any information possible. I have been trying to figure out whats wrong for a few hours now and am starting to think it might not be any of the scripts.



here is the waypoint controller



using UnityEngine;
using UnityEngine.AI;

public class WaypointController : MonoBehaviour {

Waypoints waypoints;
public Transform target;
//NavMeshPath path;
int currentWaypointIndex = -1;
//private NavMeshAgent agent;
//EnemyCharacter enemy;

public event System.Action<Waypoints> OnWaypointChanged;

// Use this for initialization
void Awake () {

waypoints = GetWaypoints();

}

public void SetNextWaypoint() {

if (currentWaypointIndex != waypoints.Length)
currentWaypointIndex++;

if (currentWaypointIndex == waypoints.Length)
currentWaypointIndex = 0;

if (OnWaypointChanged != null)
OnWaypointChanged(waypoints[currentWaypointIndex]);
//Debug.Log("OnWaypointChanged == null: " + (OnWaypointChanged == null));
//Debug.Log("OnWaypointChanged != null: " + (OnWaypointChanged != null));

}
Waypoints GetWaypoints()
{
return GetComponentsInChildren<Waypoints>();

}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;

Vector3 previousWaypoint = Vector3.zero;
foreach (var waypoint in GetWaypoints())
{
Vector3 waypointPosition = waypoint.transform.position;
Gizmos.DrawWireSphere(waypointPosition, .2f);
if (previousWaypoint != Vector3.zero)
Gizmos.DrawLine(previousWaypoint, waypointPosition);
previousWaypoint = waypointPosition;
}
}
}


Here is the EnemyPatrolPoints script



using UnityEngine;

[RequireComponent(typeof(AI_PathFinder))]
public class EnemyPatrolPoints : MonoBehaviour {

[SerializeField]
WaypointController waypointController;

[SerializeField]
float waitTimeMin;

[SerializeField]
float waitTimeMax;

AI_PathFinder pathfinder;

private void Start()
{
waypointController.SetNextWaypoint();
}

private void Awake()
{
pathfinder = GetComponent<AI_PathFinder>();
pathfinder.OnDestinationReached += Pathfinder_OnDestinationReached;
waypointController.OnWaypointChanged += WaypointController_OnWaypointChanged;
}
private void WaypointController_OnWaypointChanged(Waypoints waypoint)
{
pathfinder.SetTarget(waypoint.transform.position);
print("waypoint changed");
}
private void Pathfinder_OnDestinationReached()
{
SealForce_GameManager.Instance.Timer.Add(waypointController.SetNextWaypoint, Random.Range(waitTimeMin, waitTimeMax));
print("destination reached");
}
}


Here is the AI Pathfinder script`



using UnityEngine;
using UnityEngine.AI;

[RequireComponent(typeof(NavMeshAgent))]
public class AI_PathFinder : MonoBehaviour
{

[HideInInspector]
public NavMeshAgent agent;
public EnemyPatrolPoints enemyPatrolPoints;

[SerializeField] float distanceRemainingThreshold;

bool m_destinationReached;
bool destinationReached
{
get
{ return m_destinationReached; }

set
{
m_destinationReached = value;

if (m_destinationReached)
{
if (OnDestinationReached != null)
OnDestinationReached();
}
}
}

public event System.Action OnDestinationReached;

void Start()
{
agent = GetComponent<NavMeshAgent>();
//enemyPatrolPoints = GetComponent<EnemyPatrolPoints>();
}
public void SetTarget(Vector3 target)
{
agent.SetDestination(target);
}

void Update()
{
if (destinationReached)
return;

if (agent.remainingDistance < distanceRemainingThreshold)
destinationReached = true;


}
}









share|improve this question



























    0















    Enemy character not moving to the 3rd waypoint. After moving to waypoint 2 it just stops and the idle animation plays. The character has a NavMeshAgent on it and it looks like the destination reached event is not being triggered when he gets to the waypoint. If anyone has had a situation like this before I would appreciate any information possible. I have been trying to figure out whats wrong for a few hours now and am starting to think it might not be any of the scripts.



    here is the waypoint controller



    using UnityEngine;
    using UnityEngine.AI;

    public class WaypointController : MonoBehaviour {

    Waypoints waypoints;
    public Transform target;
    //NavMeshPath path;
    int currentWaypointIndex = -1;
    //private NavMeshAgent agent;
    //EnemyCharacter enemy;

    public event System.Action<Waypoints> OnWaypointChanged;

    // Use this for initialization
    void Awake () {

    waypoints = GetWaypoints();

    }

    public void SetNextWaypoint() {

    if (currentWaypointIndex != waypoints.Length)
    currentWaypointIndex++;

    if (currentWaypointIndex == waypoints.Length)
    currentWaypointIndex = 0;

    if (OnWaypointChanged != null)
    OnWaypointChanged(waypoints[currentWaypointIndex]);
    //Debug.Log("OnWaypointChanged == null: " + (OnWaypointChanged == null));
    //Debug.Log("OnWaypointChanged != null: " + (OnWaypointChanged != null));

    }
    Waypoints GetWaypoints()
    {
    return GetComponentsInChildren<Waypoints>();

    }
    private void OnDrawGizmos()
    {
    Gizmos.color = Color.red;

    Vector3 previousWaypoint = Vector3.zero;
    foreach (var waypoint in GetWaypoints())
    {
    Vector3 waypointPosition = waypoint.transform.position;
    Gizmos.DrawWireSphere(waypointPosition, .2f);
    if (previousWaypoint != Vector3.zero)
    Gizmos.DrawLine(previousWaypoint, waypointPosition);
    previousWaypoint = waypointPosition;
    }
    }
    }


    Here is the EnemyPatrolPoints script



    using UnityEngine;

    [RequireComponent(typeof(AI_PathFinder))]
    public class EnemyPatrolPoints : MonoBehaviour {

    [SerializeField]
    WaypointController waypointController;

    [SerializeField]
    float waitTimeMin;

    [SerializeField]
    float waitTimeMax;

    AI_PathFinder pathfinder;

    private void Start()
    {
    waypointController.SetNextWaypoint();
    }

    private void Awake()
    {
    pathfinder = GetComponent<AI_PathFinder>();
    pathfinder.OnDestinationReached += Pathfinder_OnDestinationReached;
    waypointController.OnWaypointChanged += WaypointController_OnWaypointChanged;
    }
    private void WaypointController_OnWaypointChanged(Waypoints waypoint)
    {
    pathfinder.SetTarget(waypoint.transform.position);
    print("waypoint changed");
    }
    private void Pathfinder_OnDestinationReached()
    {
    SealForce_GameManager.Instance.Timer.Add(waypointController.SetNextWaypoint, Random.Range(waitTimeMin, waitTimeMax));
    print("destination reached");
    }
    }


    Here is the AI Pathfinder script`



    using UnityEngine;
    using UnityEngine.AI;

    [RequireComponent(typeof(NavMeshAgent))]
    public class AI_PathFinder : MonoBehaviour
    {

    [HideInInspector]
    public NavMeshAgent agent;
    public EnemyPatrolPoints enemyPatrolPoints;

    [SerializeField] float distanceRemainingThreshold;

    bool m_destinationReached;
    bool destinationReached
    {
    get
    { return m_destinationReached; }

    set
    {
    m_destinationReached = value;

    if (m_destinationReached)
    {
    if (OnDestinationReached != null)
    OnDestinationReached();
    }
    }
    }

    public event System.Action OnDestinationReached;

    void Start()
    {
    agent = GetComponent<NavMeshAgent>();
    //enemyPatrolPoints = GetComponent<EnemyPatrolPoints>();
    }
    public void SetTarget(Vector3 target)
    {
    agent.SetDestination(target);
    }

    void Update()
    {
    if (destinationReached)
    return;

    if (agent.remainingDistance < distanceRemainingThreshold)
    destinationReached = true;


    }
    }









    share|improve this question

























      0












      0








      0








      Enemy character not moving to the 3rd waypoint. After moving to waypoint 2 it just stops and the idle animation plays. The character has a NavMeshAgent on it and it looks like the destination reached event is not being triggered when he gets to the waypoint. If anyone has had a situation like this before I would appreciate any information possible. I have been trying to figure out whats wrong for a few hours now and am starting to think it might not be any of the scripts.



      here is the waypoint controller



      using UnityEngine;
      using UnityEngine.AI;

      public class WaypointController : MonoBehaviour {

      Waypoints waypoints;
      public Transform target;
      //NavMeshPath path;
      int currentWaypointIndex = -1;
      //private NavMeshAgent agent;
      //EnemyCharacter enemy;

      public event System.Action<Waypoints> OnWaypointChanged;

      // Use this for initialization
      void Awake () {

      waypoints = GetWaypoints();

      }

      public void SetNextWaypoint() {

      if (currentWaypointIndex != waypoints.Length)
      currentWaypointIndex++;

      if (currentWaypointIndex == waypoints.Length)
      currentWaypointIndex = 0;

      if (OnWaypointChanged != null)
      OnWaypointChanged(waypoints[currentWaypointIndex]);
      //Debug.Log("OnWaypointChanged == null: " + (OnWaypointChanged == null));
      //Debug.Log("OnWaypointChanged != null: " + (OnWaypointChanged != null));

      }
      Waypoints GetWaypoints()
      {
      return GetComponentsInChildren<Waypoints>();

      }
      private void OnDrawGizmos()
      {
      Gizmos.color = Color.red;

      Vector3 previousWaypoint = Vector3.zero;
      foreach (var waypoint in GetWaypoints())
      {
      Vector3 waypointPosition = waypoint.transform.position;
      Gizmos.DrawWireSphere(waypointPosition, .2f);
      if (previousWaypoint != Vector3.zero)
      Gizmos.DrawLine(previousWaypoint, waypointPosition);
      previousWaypoint = waypointPosition;
      }
      }
      }


      Here is the EnemyPatrolPoints script



      using UnityEngine;

      [RequireComponent(typeof(AI_PathFinder))]
      public class EnemyPatrolPoints : MonoBehaviour {

      [SerializeField]
      WaypointController waypointController;

      [SerializeField]
      float waitTimeMin;

      [SerializeField]
      float waitTimeMax;

      AI_PathFinder pathfinder;

      private void Start()
      {
      waypointController.SetNextWaypoint();
      }

      private void Awake()
      {
      pathfinder = GetComponent<AI_PathFinder>();
      pathfinder.OnDestinationReached += Pathfinder_OnDestinationReached;
      waypointController.OnWaypointChanged += WaypointController_OnWaypointChanged;
      }
      private void WaypointController_OnWaypointChanged(Waypoints waypoint)
      {
      pathfinder.SetTarget(waypoint.transform.position);
      print("waypoint changed");
      }
      private void Pathfinder_OnDestinationReached()
      {
      SealForce_GameManager.Instance.Timer.Add(waypointController.SetNextWaypoint, Random.Range(waitTimeMin, waitTimeMax));
      print("destination reached");
      }
      }


      Here is the AI Pathfinder script`



      using UnityEngine;
      using UnityEngine.AI;

      [RequireComponent(typeof(NavMeshAgent))]
      public class AI_PathFinder : MonoBehaviour
      {

      [HideInInspector]
      public NavMeshAgent agent;
      public EnemyPatrolPoints enemyPatrolPoints;

      [SerializeField] float distanceRemainingThreshold;

      bool m_destinationReached;
      bool destinationReached
      {
      get
      { return m_destinationReached; }

      set
      {
      m_destinationReached = value;

      if (m_destinationReached)
      {
      if (OnDestinationReached != null)
      OnDestinationReached();
      }
      }
      }

      public event System.Action OnDestinationReached;

      void Start()
      {
      agent = GetComponent<NavMeshAgent>();
      //enemyPatrolPoints = GetComponent<EnemyPatrolPoints>();
      }
      public void SetTarget(Vector3 target)
      {
      agent.SetDestination(target);
      }

      void Update()
      {
      if (destinationReached)
      return;

      if (agent.remainingDistance < distanceRemainingThreshold)
      destinationReached = true;


      }
      }









      share|improve this question














      Enemy character not moving to the 3rd waypoint. After moving to waypoint 2 it just stops and the idle animation plays. The character has a NavMeshAgent on it and it looks like the destination reached event is not being triggered when he gets to the waypoint. If anyone has had a situation like this before I would appreciate any information possible. I have been trying to figure out whats wrong for a few hours now and am starting to think it might not be any of the scripts.



      here is the waypoint controller



      using UnityEngine;
      using UnityEngine.AI;

      public class WaypointController : MonoBehaviour {

      Waypoints waypoints;
      public Transform target;
      //NavMeshPath path;
      int currentWaypointIndex = -1;
      //private NavMeshAgent agent;
      //EnemyCharacter enemy;

      public event System.Action<Waypoints> OnWaypointChanged;

      // Use this for initialization
      void Awake () {

      waypoints = GetWaypoints();

      }

      public void SetNextWaypoint() {

      if (currentWaypointIndex != waypoints.Length)
      currentWaypointIndex++;

      if (currentWaypointIndex == waypoints.Length)
      currentWaypointIndex = 0;

      if (OnWaypointChanged != null)
      OnWaypointChanged(waypoints[currentWaypointIndex]);
      //Debug.Log("OnWaypointChanged == null: " + (OnWaypointChanged == null));
      //Debug.Log("OnWaypointChanged != null: " + (OnWaypointChanged != null));

      }
      Waypoints GetWaypoints()
      {
      return GetComponentsInChildren<Waypoints>();

      }
      private void OnDrawGizmos()
      {
      Gizmos.color = Color.red;

      Vector3 previousWaypoint = Vector3.zero;
      foreach (var waypoint in GetWaypoints())
      {
      Vector3 waypointPosition = waypoint.transform.position;
      Gizmos.DrawWireSphere(waypointPosition, .2f);
      if (previousWaypoint != Vector3.zero)
      Gizmos.DrawLine(previousWaypoint, waypointPosition);
      previousWaypoint = waypointPosition;
      }
      }
      }


      Here is the EnemyPatrolPoints script



      using UnityEngine;

      [RequireComponent(typeof(AI_PathFinder))]
      public class EnemyPatrolPoints : MonoBehaviour {

      [SerializeField]
      WaypointController waypointController;

      [SerializeField]
      float waitTimeMin;

      [SerializeField]
      float waitTimeMax;

      AI_PathFinder pathfinder;

      private void Start()
      {
      waypointController.SetNextWaypoint();
      }

      private void Awake()
      {
      pathfinder = GetComponent<AI_PathFinder>();
      pathfinder.OnDestinationReached += Pathfinder_OnDestinationReached;
      waypointController.OnWaypointChanged += WaypointController_OnWaypointChanged;
      }
      private void WaypointController_OnWaypointChanged(Waypoints waypoint)
      {
      pathfinder.SetTarget(waypoint.transform.position);
      print("waypoint changed");
      }
      private void Pathfinder_OnDestinationReached()
      {
      SealForce_GameManager.Instance.Timer.Add(waypointController.SetNextWaypoint, Random.Range(waitTimeMin, waitTimeMax));
      print("destination reached");
      }
      }


      Here is the AI Pathfinder script`



      using UnityEngine;
      using UnityEngine.AI;

      [RequireComponent(typeof(NavMeshAgent))]
      public class AI_PathFinder : MonoBehaviour
      {

      [HideInInspector]
      public NavMeshAgent agent;
      public EnemyPatrolPoints enemyPatrolPoints;

      [SerializeField] float distanceRemainingThreshold;

      bool m_destinationReached;
      bool destinationReached
      {
      get
      { return m_destinationReached; }

      set
      {
      m_destinationReached = value;

      if (m_destinationReached)
      {
      if (OnDestinationReached != null)
      OnDestinationReached();
      }
      }
      }

      public event System.Action OnDestinationReached;

      void Start()
      {
      agent = GetComponent<NavMeshAgent>();
      //enemyPatrolPoints = GetComponent<EnemyPatrolPoints>();
      }
      public void SetTarget(Vector3 target)
      {
      agent.SetDestination(target);
      }

      void Update()
      {
      if (destinationReached)
      return;

      if (agent.remainingDistance < distanceRemainingThreshold)
      destinationReached = true;


      }
      }






      c# visual-studio unity3d






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 23 '18 at 5:22









      Robotics101 Robotics101

      104




      104
























          1 Answer
          1






          active

          oldest

          votes


















          2














          The lines



          if (agent.remainingDistance < distanceRemainingThreshold)
          destinationReached = true;


          are never reached as long as destinationReached is true because of



          if (destinationReached)
          return;


          You are setting it to true after the first waypoint is reached and then never reset it to false so your Update is always skipped in the future.



          You should add it e.g. to



          public void SetTarget(Vector3 target)
          {
          agent.SetDestination(target);
          destinationReached = false;
          }





          share|improve this answer


























          • Thanks, It totally makes sense to why the destination reached was not triggering the second time around.

            – Robotics101
            Nov 23 '18 at 14:23











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53441012%2fplayer-not-moving-to-all-waypoints%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2














          The lines



          if (agent.remainingDistance < distanceRemainingThreshold)
          destinationReached = true;


          are never reached as long as destinationReached is true because of



          if (destinationReached)
          return;


          You are setting it to true after the first waypoint is reached and then never reset it to false so your Update is always skipped in the future.



          You should add it e.g. to



          public void SetTarget(Vector3 target)
          {
          agent.SetDestination(target);
          destinationReached = false;
          }





          share|improve this answer


























          • Thanks, It totally makes sense to why the destination reached was not triggering the second time around.

            – Robotics101
            Nov 23 '18 at 14:23
















          2














          The lines



          if (agent.remainingDistance < distanceRemainingThreshold)
          destinationReached = true;


          are never reached as long as destinationReached is true because of



          if (destinationReached)
          return;


          You are setting it to true after the first waypoint is reached and then never reset it to false so your Update is always skipped in the future.



          You should add it e.g. to



          public void SetTarget(Vector3 target)
          {
          agent.SetDestination(target);
          destinationReached = false;
          }





          share|improve this answer


























          • Thanks, It totally makes sense to why the destination reached was not triggering the second time around.

            – Robotics101
            Nov 23 '18 at 14:23














          2












          2








          2







          The lines



          if (agent.remainingDistance < distanceRemainingThreshold)
          destinationReached = true;


          are never reached as long as destinationReached is true because of



          if (destinationReached)
          return;


          You are setting it to true after the first waypoint is reached and then never reset it to false so your Update is always skipped in the future.



          You should add it e.g. to



          public void SetTarget(Vector3 target)
          {
          agent.SetDestination(target);
          destinationReached = false;
          }





          share|improve this answer















          The lines



          if (agent.remainingDistance < distanceRemainingThreshold)
          destinationReached = true;


          are never reached as long as destinationReached is true because of



          if (destinationReached)
          return;


          You are setting it to true after the first waypoint is reached and then never reset it to false so your Update is always skipped in the future.



          You should add it e.g. to



          public void SetTarget(Vector3 target)
          {
          agent.SetDestination(target);
          destinationReached = false;
          }






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 23 '18 at 10:48

























          answered Nov 23 '18 at 6:17









          derHugoderHugo

          8,84231635




          8,84231635













          • Thanks, It totally makes sense to why the destination reached was not triggering the second time around.

            – Robotics101
            Nov 23 '18 at 14:23



















          • Thanks, It totally makes sense to why the destination reached was not triggering the second time around.

            – Robotics101
            Nov 23 '18 at 14:23

















          Thanks, It totally makes sense to why the destination reached was not triggering the second time around.

          – Robotics101
          Nov 23 '18 at 14:23





          Thanks, It totally makes sense to why the destination reached was not triggering the second time around.

          – Robotics101
          Nov 23 '18 at 14:23




















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53441012%2fplayer-not-moving-to-all-waypoints%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          這個網誌中的熱門文章

          Hercules Kyvelos

          Tangent Lines Diagram Along Smooth Curve

          Yusuf al-Mu'taman ibn Hud