I’m making a 2D game in Unity and using a pathfinding package. The AI agents are moving around fine, but there’s a weird issue with their Z-position.
My setup is pretty simple:
- The AI agent prefab has a transform position of (0,0,0)
- The spawn point is at Z=0
- The target point is at Z=0
- The path waypoints are all at Z=0
But when the AI agent moves, its Z-position keeps changing between -9 and -1. I can’t figure out why this is happening.
I’ve double-checked my pathfinder settings and they look okay. The grid graph is set up for 2D. I haven’t changed any of the package code either.
Has anyone run into this problem before? Any ideas on how to fix it so the AI agent stays at Z=0 while moving?
hey mate, i had this exact problem! turns out the pathfinding package was messing with the z-axis. quick fix: in your AI script, add this line after the agent moves:
agent.transform.position = new Vector3(agent.transform.position.x, agent.transform.position.y, 0f);
this forces z back to 0. hope it helps!
I’ve run into this Z-axis problem too, and it’s a real pain. Here’s what worked for me:
First, check your AI script. Sometimes the pathfinding algorithm messes with the Z-axis without you realizing it. Try adding a simple Z-axis constraint in your movement method:
Vector3 newPos = pathfinder.GetNextPosition();
newPos.z = 0f;
transform.position = newPos;
This forces the Z to stay at 0 when moving.
If that doesn’t work, it might be a Unity quirk. Try adding a small script to your AI that runs in LateUpdate():
void LateUpdate() {
if (transform.position.z != 0f) {
Vector3 pos = transform.position;
pos.z = 0f;
transform.position = pos;
}
}
This catches any Z changes that slip through and corrects them after all other updates.
Lastly, double-check your project settings. Sometimes ‘Pixel Perfect’ cameras or certain 2D physics settings can cause weird Z-axis behavior. Tweak those if needed.
Hope this helps sort out your issue!
I’ve dealt with this Z-axis issue before in 2D Unity projects. It’s often caused by the pathfinding algorithm incorrectly handling the Z coordinate. Here’s a robust solution I’ve implemented:
Create a custom script called ‘ZAxisCorrector’ and attach it to your AI agent. In the script, use LateUpdate() to force the Z position to 0 after all other updates:
void LateUpdate() {
Vector3 pos = transform.position;
if (pos.z != 0f) {
pos.z = 0f;
transform.position = pos;
}
}
This approach ensures the Z-axis is always corrected, regardless of what might be modifying it. It’s more efficient than constantly setting the position every frame, as it only updates when necessary.
Also, double-check your pathfinding package settings. Some have options to constrain movement to 2D, which might resolve the issue at its source.
I’ve encountered a similar issue in my 2D Unity projects. It’s usually caused by the way Unity handles 2D physics and rendering. Here’s what worked for me:
Check your AI agent’s Rigidbody2D component if you’re using one. Make sure ‘Freeze Position Z’ is enabled. This prevents physics from affecting the Z-axis.
Another thing to look at is your camera setup. If you’re using a perspective camera instead of orthographic, it can cause weird Z-axis behavior. Switch to an orthographic camera if possible.
Lastly, double-check your AI script. Sometimes, unintended calculations can modify the Z position. Add a line in your Update() or FixedUpdate() method to force Z to zero:
transform.position = new Vector3(transform.position.x, transform.position.y, 0f);
This ensures the Z position stays at 0 regardless of what might be changing it. Hope this helps!