the game isnt as laggy as it lookes in the video my wifi is just buns Today I revamped my enemy’s navigation system and got the NavAgent working properly again after a lot of debugging. Before this update, the enemies would either get stuck on walls or fail to properly detect paths, which made the AI feel broken and inconsistent during gameplay. The main issue came from how the that i wasn’t using a NavigationAgent3D and instead just making the enemy go to the player one issue i ran into was how velocity was handled in the enemy movement code. Once I corrected the movement logic to properly use get_next_path_position () and only apply navigation to the X/Z axis while keeping gravity separate and added the floor walls and barrel nodes to the nav region the enemies started moving smoothly again and actually path around obstacles instead of bumping into them. After fixing the movement system, I also cleaned up the enemy AI script to make it more stable. The enemy now: Finds the player using groups Uses NavigationAgent3D to calculate paths Chases the player correctly around walls Maintains gravity properly while moving Attacks when close to the player This made the enemy feel way more alive and less “robotic,” since it can now properly navigate the level instead of just walking into geometry. Overall, this was a big improvement to the AI system and a solid step toward making the enemies feel more intelligent and fun to fight. I also fixed an issue where if you were touching the enemy and shot it you would get damaged and not the enemy.
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