extends CharacterBody3D var movement_speed: float = 3.0 var target: CharacterBody3D var movement_target_position: Vector3 var skip: bool = false @onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D func _ready() -> void: first_frame.call_deferred() func first_frame() -> void: actor_setup(999999999) # determines the closest player and navigate. func actor_setup(lowest_distance: float) -> void: if !skip: for child: Node in get_tree().root.get_node("/root/Testmap").get_children(): if child is Node3D: if child.has_method("playerstub") and position.distance_to((child as Node3D).position) < lowest_distance: target = child skip = true var dist: float = target.position.distance_to(movement_target_position) if movement_target_position != target.position and (dist > 5 or position.distance_to(target.position) <= 5 or position.distance_to(movement_target_position) <= 5): movement_target_position = target.position navigation_agent.set_target_position(movement_target_position) func _physics_process(_delta: float) -> void: actor_setup(position.distance_to(target.position)) if navigation_agent.is_navigation_finished(): return var current_agent_position: Vector3 = global_position var next_path_position: Vector3 = navigation_agent.get_next_path_position() velocity = current_agent_position.direction_to(next_path_position) * movement_speed if move_and_slide(): pass