// Update is called once per frame // makes it so that the teleport spheres will activate on trigger void OnTriggerEnter(Collider collider) { Debug.Log("entred on trigger"); //will only activate if the object is the bot that is using A* if (collider.gameObject.name == "bot" && coolDown <= 0) { Debug.Log("collided"); //identifies objects that fall under the Teleporters catergory foreach (Teleporters spot in FindObjectsOfType <Teleporters>()) { //uses a code number to match teleporters together, and makes sure that it isn't referencing itself if (spot.code == code && spot != this) { Debug.Log("is this true!"); //cooldown time is used to make sure the bot is not constantly teleporting //below that is the actual movement of the object in the teleporter spot.coolDown = 3; Vector3 position = spot.gameObject.transform.position; collider.gameObject.transform.position = position; if (canTravel) { clip.Play(); Debug.Log("can travel was true"); AddPath.newTarger = AddPath.target; AddPath.AstarPathFinding(AddPath.Findingbot.position, NewTarget.position); canTravel = false; break; } //add code to genrate new path to goal //set bool has been transported to true //move it } } } }