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if(Vector3.Distance(target.position, myTransform.position) < range && Vector3.Distance(target.position, myTransform.position) > attackRange){ the original purpose of the hit check was to stop the enemies from colliding, which it did, only to have 1 enemy stop whenever it was behind the other enemy.. so I thought I would have him run around the side (the else function), you can move around in a way to get them to overlap again which was what i was trying to prevent in the first place.. so question is,, do I need to do a 2nd raycast in the else or is there a better way to do this, Thanks
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