Code:
var target : Transform; //the enemy's target var moveSpeed = 3; //move speed var rotationSpeed = 3; //speed of turning var range : float=10f; var range2 : float=10f; var stop : float=0; var myTransform : Transform; //current transform data of this enemy function Awake() { myTransform = transform; //cache transform data for easy access/preformance } function Start() { target = GameObject.FindWithTag("Player").transform; //target the player } function Update () { //rotate to look at the player var distance = Vector3.Distance(myTransform.position, target.position); if (distance<=range2 && distance>=range){ myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime); } else if(distance<=range && distance>stop){ //move towards the player myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime); myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime; } else if (distance<=stop) { myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime); } }