#Enemies on godot
1 messages Β· Page 1 of 1 (latest)
I guess you could reference a Collision object in the script and a raycast that always points at the player,
write a function that checks if the raycast is hitting the player directly and is inside the other Collision object (that way you can have a cone of vision, and the enemy will move only if both are colliding with the player
If so, it'll move to player using this
`
var current_location = global_transform.origin
var next_location = Nav_Agent.get_next_path_position()
var new_velocity = (next_location - current_location) * Speed
velocity = new_velocity`