Мне надо сделать АИ для гонок! Машина есть. АИ скрипт тоже (js): 
 Code
// Define the variables used in the script, the Corresponding collider is the wheel collider at the position of 
 // the visible wheel, the slip prefab is the prefab instantiated when the wheels slide, the rotation value is the 
 // value used to rotate the wheel around it's axel. 
 var CorrespondingCollider : WheelCollider; 
 var SlipPrefab : GameObject; 
 private var RotationValue : float = 0.0; 
 function Update () { 
  // define a hit point for the raycast collision 
  var hit : RaycastHit; 
  // Find the collider's center point, you need to do this because the center of the collider might not actually be 
  // the real position if the transform's off. 
  var ColliderCenterPoint : Vector3 = CorrespondingCollider.transform.TransformPoint( CorrespondingCollider.center ); 
   
  // now cast a ray out from the wheel collider's center the distance of the suspension, if it hit something, then use the "hit" 
  // variable's data to find where the wheel hit, if it didn't, then se tthe wheel to be fully extended along the suspension. 
  if ( Physics.Raycast( ColliderCenterPoint, -CorrespondingCollider.transform.up, hit, CorrespondingCollider.suspensionDistance + CorrespondingCollider.radius ) ) { 
   transform.position = hit.point + (CorrespondingCollider.transform.up * CorrespondingCollider.radius); 
  }else{ 
   transform.position = ColliderCenterPoint - (CorrespondingCollider.transform.up * CorrespondingCollider.suspensionDistance); 
  } 
   
  // now set the wheel rotation to the rotation of the collider combined with a new rotation value. This new value 
  // is the rotation around the axle, and the rotation from steering input. 
  transform.rotation = CorrespondingCollider.transform.rotation * Quaternion.Euler( RotationValue, CorrespondingCollider.steerAngle, 0 ); 
  // increase the rotation value by the rotation speed (in degrees per second) 
  RotationValue += CorrespondingCollider.rpm * ( 360/60 ) * Time.deltaTime; 
   
  // define a wheelhit object, this stores all of the data from the wheel collider and will allow us to determine 
  // the slip of the tire. 
  var CorrespondingGroundHit : WheelHit; 
  CorrespondingCollider.GetGroundHit( CorrespondingGroundHit ); 
   
  // if the slip of the tire is greater than 2.0, and the slip prefab exists, create an instance of it on the ground at 
  // a zero rotation. 
  if ( Mathf.Abs( CorrespondingGroundHit.sidewaysSlip ) > 2.0 ) { 
   if ( SlipPrefab ) { 
    Instantiate( SlipPrefab, CorrespondingGroundHit.point, Quaternion.identity ); 
   } 
  } 
   
 }
 кто может помочь вейпоинты нарисовать? 
 этот есть: 
 Code
function OnDrawGizmos () { 
  // make a new array of waypoints, then set it to all of the transforms in the current object 
  var waypoints = gameObject.GetComponentsInChildren( Transform ); 
   
  // now loop through all of them and draw gizmos for each of them 
  for ( var waypoint : Transform in waypoints ) { 
   Gizmos.DrawSphere( waypoint.position, 1.0 ); 
  } 
   
 }
 и еще парочку кто по тв может зайти?? жду: 
 логин 715 504 625 
 пароль 6417Добавлено (10.12.2011, 13:51)
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Добавлено (10.12.2011, 19:53)
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