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Enemy VISION range? Help!

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Hi guys, I tell you that I created myself (and passed ac #) an AI script, but the detection system is very strange, example: I am behind the enemy and I see the same, that is, it would be better to make a field of vision but I do not know how to do it, does anyone know anything? Thank you! (I use unity 4.7.2). public Transform Target; public Animator Animador; public float Distancia = 30; public float LastDistance = 50; public bool Searching = false; public float RotationDamping = 2; public float moveSpeed = 5; public Vector3 TargetPosition; public NavMeshAgent EnemyNV; private bool AgentActive = false; public NavMeshAgent NavMeshAgentComp; void Start() { Animador.SetBool("Aiming", false); TargetPosition = Target.transform.position; EnemyNV = GetComponent(); NavMeshAgentComp.enabled = false; } void Update() { var distance = Vector3.Distance(Target.position, transform.position); if(distance <= Distancia) { LookAtTarget(); Animador.SetBool("Aiming", true); Animador.SetBool("WalkingSearch", false); Animador.SetBool("Idle", false); } if(distance > Distancia) { SearchTarget(); Animador.SetBool("Aiming", false); Animador.SetBool("WalkingSearch", true); Animador.SetBool("Idle", false); Searching = true; } if(distance > LastDistance) { LastTarget(); } } void LookAtTarget() { var dir = Target.position - transform.position; dir.y = 0; var rotation = Quaternion.LookRotation(dir); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * RotationDamping); NavMeshAgentComp.enabled = false; } void SearchTarget() { if(Searching == true) { Animador.SetBool("WalkingSearch", true); NavMeshAgentComp.enabled = true; EnemyNV.destination = Target.position; } } void LastTarget() { if(Searching == true) { Searching = false; Animador.SetBool("Aiming", false); Animador.SetBool("WalkingSearch", false); Animador.SetBool("Idle", true); NavMeshAgentComp.enabled = false; } } }

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