private void OnTriggerStay(Collider collider) { if (collider.gameObject.CompareTag("Interactable")) { PlayerObjects current = collider.gameObject.GetComponent <PlayerObjects>(); Vector3 sight = collider.gameObject.transform.position - gameObject.transform.position; // Boolean hit = Physics.Raycast(transform.position, Vector3.Normalize(sight)); Boolean canSee = !Physics.Raycast(transform.position, collider.gameObject.transform.position); if (current.isSuspicious() && canSee) { Debug.Log("I can see you" + collider.gameObject.name); pursuing = true; target = collider.gameObject; agent.SetDestination(collider.gameObject.transform.position); } } }