Simple Waypoint System


1. Attach the script below to a GameObject with a RidgidBody and a Collider.
2. Change the “Size” variable in “Waypoints” to the number of waypoints you want to use.
3. Drop your waypoint objects on to the empty variable slots.
4. Make sure all your waypoint objects have colliders. (Sphere Collider is best IMO).
5. Click the checkbox for “is Trigger” to “On” on the waypoint objects to make them triggers.
6. Set the Size (radius for sphere collider) or just Scale for your waypoints.

* Please note, I did not write this script and I do not take credit for this, merely just sharing the work of one who had shared it with everyone.

var accel = 0.8; //This is the rate of accelleration after the function "Accell()" is called. Higher values will cause the object to reach the "speedLimit" in less time.

var inertia = 0.9; //This is the the amount of velocity retained after the function "Slow()" is called. Lower values cause quicker stops. A value of "1.0" will never stop. Values above "1.0" will speed up.

var speedLimit = 10.0; //This is as fast the object is allowed to go.

var minSpeed = 1.0; //This is the speed that tells the functon "Slow()" when to stop moving the object.

var stopTime = 1.0; //This is how long to pause inside "Slow()" before activating the function "Accell()" to start the script again.

//This variable "currentSpeed" is the major player for dealing with velocity.

//The "currentSpeed" is mutiplied by the variable "accel" to speed up inside the function "accell()".

//Again, The "currentSpeed" is multiplied by the variable "inertia" to slow things down inside the function "Slow()".

private var currentSpeed = 0.0;

//The variable "functionState" controlls which function, "Accell()" or "Slow()", is active. "0" is function "Accell()" and "1" is function "Slow()".

private var functionState = 0;

//The next two variables are used to make sure that while the function "Accell()" is running, the function "Slow()" can not run (as well as the reverse).

private var accelState : boolean;

private var slowState : boolean;

//This variable will store the "active" target object (the waypoint to move to).

private var waypoint : Transform;

//This is the speed the object will rotate to face the active Waypoint.

var rotationDamping = 6.0;

//If this is false, the object will rotate instantly toward the Waypoint. If true, you get smoooooth rotation baby!

var smoothRotation = true;

var plus : boolean = false;

//This variable is an array. []< that is an array container if you didnt know. It holds all the Waypoint Objects that you assign in the inspector.

var waypoints : Transform[];

var currentWaypoint;

//This variable keeps track of which Waypoint Object, in the previously mentioned array variable "waypoints", is currently active.

private var WPindexPointer : int;

//Functions! They do all the work.

//You can use the built in functions found here: [url][/url]

//Or you can declare your own! The function "Accell()" is one I declared.

//You will want to declare your own functions because theres just certain things that wont work in "Update()". Things like Coroutines: [url][/url]

//The function "Start()" is called just before anything else but only one time.

function Start ()


functionState = 0; //When the script starts set "0" or function Accell() to be active.


//The function "Update()" is called every frame. It can get slow if overused.

function Update ()


if (functionState == 0) //If functionState variable is currently "0" then run "Accell()". Withouth the "if", "Accell()" would run every frame.


Accell ();


if (functionState == 1) //If functionState variable is currently "1" then run "Slow()". Withouth the "if", "Slow()" would run every frame.


Slow ();


waypoint = waypoints[WPindexPointer]; //Keep the object pointed toward the current Waypoint object.


//I declared "Accell()".

function Accell ()


if (accelState == false) //

{ //

accelState = true; //Make sure that if Accell() is running, Slow() can not run.

slowState = false; //



//I grabbed this next part from the unity "SmoothLookAt" script but try to explain more.

if (waypoint) //If there is a waypoint do the next "if".


if (smoothRotation) //If smoothRotation is set to "On", do the rotation over time with nice ease in and ease out motion.


//Look at the active waypoint.

var rotation = Quaternion.LookRotation(waypoint.position - transform.position);

//Make the rotation nice and smooth.

transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * rotationDamping);



//Now do the accelleration toward the active waypoint untill the "speedLimit" is reached

currentSpeed = currentSpeed + accel * accel;

transform.Translate (0,0,Time.deltaTime * currentSpeed);

//When the "speedlimit" is reached or exceeded ...

if (currentSpeed >= speedLimit)


// ... turn off accelleration and set "currentSpeed" to be exactly the "speedLimit". Without this, the "currentSpeed will be slightly above "speedLimit"

currentSpeed = speedLimit;



//The function "OnTriggerEnter" is called when a collision happens.

function OnTriggerEnter ()


//functionState = 1; //When the GameObject collides with the waypoint's collider, activate "Slow()" by setting "functionState" to "1".
currentWaypoint = WPindexPointer;
//WPindexPointer++; //When the GameObject collides with the waypoint's collider, change the active waypoint to the next one in the array variable "waypoints".
WPindexPointer = Random.Range(0, waypoints.Length );
plus = false;
if(WPindexPointer == currentWaypoint){
plus = true;

//When the array variable reaches the end of the list ...

/*if (WPindexPointer >= waypoints.Length)


WPindexPointer = 0; // ... reset the active waypoint to the first object in the array variable "waypoints" and start from the beginning.



//I declared "Slow()".

function Slow ()


if (slowState == false) //

{ //

accelState = false; //Make sure that if Slow() is running, Accell() can not run.

slowState = true; //

} //

//Begin to do the slow down (or speed up if inertia is set above "1.0" in the inspector).

currentSpeed = currentSpeed * inertia;

transform.Translate (0,0,Time.deltaTime * currentSpeed);

//When the "minSpeed" is reached or exceeded ...

if (currentSpeed <= minSpeed)


currentSpeed = 0.0; // ... Stop the movement by setting "currentSpeed to Zero.

yield WaitForSeconds (stopTime); //Wait for the amount of time set in "stopTime" before moving to next waypoint.

functionState = 0; //Activate the function "Accell()" to move to next waypoint.



About AK Studio Development

We are a small indie development group from New Zealand. We have been dabbling in iPhone app and game development since 2010 and are continuously learning new tricks. As we learn, we create. We look forward to sharing all our ideas through our current and future apps! AK Studio

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