Applied minimal, targeted fixes to improve monster detection, rotation smoothness, and attack consistency based on analysis of the existing system.
Location: Lines 15, 83
What Changed:
// NEW: Added public field
public float rotationSpeed = 8f; // Higher = smoother rotation
// UPDATED: FaceTarget() now uses configurable speed
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed);
Why:
5f was okay but not customizable8f provides smoother rotationImpact: 🟢 Low - Improves visual smoothness, no gameplay impact
Location: Lines 397-403
What Changed:
// NEW: Check if each specific monster is close enough before attacking
float distanceToPlayer = Vector3.Distance(monster.transform.position, player.position);
if (distanceToPlayer > effectiveAttackRange)
{
Debug.Log($"[Combat] {monster.name} too far to attack ({distanceToPlayer:F1}m > {effectiveAttackRange:F1}m)");
continue;
}
Why:
Impact: 🟡 Medium - Fixes major combat issue, improves realism
Location: Lines 20-22, 303, 368
What Changed:
// NEW: Consistent attack range calculation
private const float ATTACK_RANGE_BUFFER = 0.5f;
private float effectiveAttackRange => attackRange + ATTACK_RANGE_BUFFER;
// UPDATED: All checks now use effectiveAttackRange
if (monsterToPlayerDist <= effectiveAttackRange) // Line 303
if (...Distance(...) <= effectiveAttackRange) // Line 368
Before (Inconsistent):
| Location | Range Used |
|----------|------------|
| Update() | attackRange + 0.5f |
| LoopAttack() | attackRange + 0.5f |
| ChaseRoutine() | attackRange (no buffer) |
After (Consistent):
effectiveAttackRange (6.5f by default)Why:
Impact: 🟢 Low - Fixes consistency issue, makes behavior predictable
Location: Lines 280-281
What Changed:
// NEW: Early return if already in active state
if (isChasing || attackLoopCoroutine != null) return;
Why:
Impact: 🟡 Medium - Prevents potential bugs and duplicate behaviors
Location: Line 408 (removed lines 396-400)
What Removed:
// REMOVED: This check was always true after instant rotation
// if (!monster.IsFacingTarget(player.position, 45f))
// {
// Debug.LogWarning($"[Combat] {monster.name} is not properly facing player, skipping attack");
// continue;
// }
Why:
FaceTarget(player.position, instant: true)Impact: 🟢 Low - Cleanup, minor performance improvement
You can now adjust in Unity Inspector:
These were identified but NOT modified per "don't change much" requirement:
These can be addressed in future updates if needed.
| Change | Priority | Impact | Risk |
|---|---|---|---|
| Rotation Speed | Low | Visual | None |
| Per-Monster Distance | High | Gameplay | None |
| Standardized Range | High | Consistency | None |
| Update() Guard | Medium | Stability | None |
| Remove Redundant Check | Low | Performance | None |
Total Changes: 5 targeted fixes Lines Modified: ~15 lines across 2 files Risk Level: 🟢 Low - All changes are conservative and backwards compatible
/Assets/Scripts/Monsters/MonsterController.cs
/Assets/Scripts/Monsters/MonsterFormationGroup.cs
/MONSTER_DETECTION_AND_BEHAVIOR_ANALYSIS.md (NEW)
✅ Detection: Now validates individual monster proximity before attacking
✅ Direction: Smoother, configurable rotation
✅ Consistency: Unified attack range across all checks
✅ Stability: Prevented state interference
All changes are minimal, focused, and maintain existing behavior while fixing specific issues.