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My sword pushes enemies around?

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Literally just started using Unity yesterday, and I'm slapping together a little third person action game to learn the ropes and try to get a grip on C#. I currently have a player that moves around correctly, and an enemy that is able to follow the player around. I gave the player the ability to transition into an attacking animation when the player clicks LMB, and the enemy correctly detects when its been struck by the sword and plays a "damage" animation. The only issue is that in order for the sword to detect collisions with the enemy, and in order for the enemy to use the NavMesh, I had to give it a RigidBody, and when the player's sword hits the enemy, it gets pushed around by the sword. I had a little workaround where the enemy got RigidBody.isKinematic enabled briefly when it was hit, but this doesn't work all of the time. I'm sure there's a much better way to handle this, but like I said, I'm new and would appreciate the help. The player has a Character Controller, the sword bone of the model has a capsule collider that is parented by the sword, so it sticks to it, and the enemies have a RigidBody, NavMeshAgent, and Capsule Collider. **EDIT:** to clarify, the player model itself pushes the enemy around; the sword is part of the player model.

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