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How to move an object across terrain?

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I have these enemies that follow the player when it comes within the enemies range, but when I jump or walk down a hilly terrain the enemy stays floating in the air while still following the player. So how do I make it that the enemy stays on the terrain whilst the player is walking down the terrain or jumping public class SpiderFollow : MonoBehaviour { public GameObject player; public float targetDistance; public float allowedRange = 20; public GameObject enemy; public float enemySpeed; public int attackTrigger; public RaycastHit shot; public Collider playerTrigger; public int isAttacking; public GameObject screenFlash; public AudioSource hurt01; public AudioSource hurt02; public AudioSource hurt03; public int painSound; void Update() { transform.LookAt(player.transform); if (Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), out shot)) { targetDistance = shot.distance; if (targetDistance < allowedRange) { enemySpeed = 0.1f; if (attackTrigger == 0) { enemy.GetComponent().Play("walk"); transform.position = Vector3.MoveTowards(transform.position, player.transform.position, enemySpeed); } } else { enemySpeed = 0; enemy.GetComponent().Play("idle"); } } if (attackTrigger == 1) { if (isAttacking == 0) { StartCoroutine(EnemyDamage()); } enemySpeed = 0; enemy.GetComponent().Play("attack"); } } void OnTriggerEnter(Collider other) { if (other.tag == "Player") { attackTrigger = 1; } } void OnTriggerExit() { attackTrigger = 0; } IEnumerator EnemyDamage() { isAttacking = 1; painSound = Random.Range(1, 4); yield return new WaitForSeconds(0.4f); screenFlash.SetActive(true); GlobalHealth.playerHealth -= 2; if (painSound == 1) { hurt01.Play(); } if (painSound == 2) { hurt02.Play(); } if (painSound == 3) { hurt03.Play(); } yield return new WaitForSeconds(0.05f); screenFlash.SetActive(false); yield return new WaitForSeconds(0.5f); isAttacking = 0; } }

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