Using the Dynamic Wander Type
Last updated
Last updated
The Dynamic Wander Type allows the AI to generate dynamic waypoints to travel to within the user set Dynamic Wander Radius. If it detects a target while traveling to any of its generated destinations, it will react to the target according to its Behavior Type. It will then return to dynamically wandering after it has exited its combat state.
Note: Detected targets need to be visible and within an AI's field of view.
Note: It is important that users set the Dynamic Wandering Layers (based on their project) as these control what layers are allowed to receive waypoints. By default, this layer is set to Default.
An AI will only generate waypoints that are within the user set Dynamic Wander Radius, which is indicated by the green line.
Important: You will only be able to see the Dynamic Wander Radius if Unity's Gizmos Option is on. This is enabled by default (when in Scene View). If needed, see how to toggle the option with Unity's guide here: https://docs.unity3d.com/Manual/GizmosMenu.html