public void Chase() { directionheading = Target.transform.position - transform.position; directionheading.y = 0; /*if (direction.magnitude < 0.1) * return;*/ // Rotate towards the target thisTransform.rotation = Quaternion.Slerp(thisTransform.rotation, Quaternion.LookRotation(directionheading), rotationspeed * Time.deltaTime); thisTransform.eulerAngles = new Vector3(0, thisTransform.eulerAngles.y, 0); // move = thisTransform.TransformDirection(Vector3.forward); // myTransform.position = new Vector3(0,10,0); // control.Move(move * walkSpeed * Time.deltaTime); ////// test distance.. float ourdistance = Vector3.Distance(Target.transform.position, thisTransform.position); // attack player if distance is close enough if (ourdistance <= attackrange) { //attack(); I used jumping for now. //jumping = true; // GameHud.playerhealth--; UnitPlayer.takeDamage(); //Debug.Log("I bite you. :p"); Debug.Log("Distance :" + distanceToPlayer); } }