The following custom Action allows you to have a character move randomly within a circle, given the circle's centre position and minimum/maximum radius to move within. To use it, create a new C# file named ActionCharMoveRandom.cs and follow the instructions in the "Custom Actions" chapter of the Manual.
ActionCharMoveRandom.cs:
using UnityEngine; using System.Collections; using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionCharMoveRandom : Action { public Marker centerMarker; public int centerMarkerConstantID = 0; public int centerMarkerParameterID = -1; public float minRadius = 0f; public int minRadiusParameterID = -1; public float maxRadius = 10f; public int maxRadiusParameterID = -1; public Char charToMove; public int charToMoveID = 0; public int charToMoveParameterID = -1; public bool isPlayer; public PathSpeed speed; public bool pathFind = true; public bool doFloat = false; public ActionCharMoveRandom () { this.isDisplayed = true; category = ActionCategory.Character; title = "Move randomly"; description = "Moves a random point within a circle, given a centre-point and a maximum radius."; } public override void AssignValues (List<ActionParameter> parameters) { centerMarker = AssignFile <Marker> (parameters, centerMarkerParameterID, centerMarkerConstantID, centerMarker); minRadius = AssignFloat (parameters, minRadiusParameterID, minRadius); maxRadius = AssignFloat (parameters, maxRadiusParameterID, maxRadius); minRadius = Mathf.Clamp (minRadius, 0f, maxRadius); charToMove = AssignFile <Char> (parameters, charToMoveParameterID, charToMoveID, charToMove); if (isPlayer) { charToMove = KickStarter.player; } } override public float Run () { if (!isRunning) { isRunning = true; if (charToMove) { Paths path = charToMove.GetComponent <Paths>(); if (path == null) { ACDebug.LogWarning ("Cannot move a character with no Paths component"); } else { if (charToMove is NPC) { NPC npcToMove = (NPC) charToMove; npcToMove.StopFollowing (); } path.pathType = AC_PathType.ForwardOnly; path.pathSpeed = speed; path.affectY = true; Vector3[] pointArray; Vector3 targetPosition = GetRandomPoint (); if (SceneSettings.ActInScreenSpace ()) { targetPosition = AdvGame.GetScreenNavMesh (targetPosition); } float distance = Vector3.Distance (targetPosition, charToMove.transform.position); if (distance <= KickStarter.settingsManager.destinationAccuracy) { isRunning = false; return 0f; } if (pathFind && KickStarter.navigationManager) { pointArray = KickStarter.navigationManager.navigationEngine.GetPointsArray (charToMove.transform.position, targetPosition, charToMove); } else { List<Vector3> pointList = new List<Vector3>(); pointList.Add (targetPosition); pointArray = pointList.ToArray (); } if (speed == PathSpeed.Walk) { charToMove.MoveAlongPoints (pointArray, false, pathFind); } else { charToMove.MoveAlongPoints (pointArray, true, pathFind); } if (charToMove.GetPath ()) { if (!pathFind && doFloat) { charToMove.GetPath ().affectY = true; } else { charToMove.GetPath ().affectY = false; } } if (willWait) { return defaultPauseTime; } } } return 0f; } else { if (charToMove.GetPath () == null) { isRunning = false; return 0f; } else { return defaultPauseTime; } } } override public void Skip () { if (charToMove) { charToMove.EndPath (); if (charToMove is NPC) { NPC npcToMove = (NPC) charToMove; npcToMove.StopFollowing (); } Vector3[] pointArray; Vector3 targetPosition = GetRandomPoint (); if (SceneSettings.ActInScreenSpace ()) { targetPosition = AdvGame.GetScreenNavMesh (targetPosition); } if (pathFind && KickStarter.navigationManager) { pointArray = KickStarter.navigationManager.navigationEngine.GetPointsArray (charToMove.transform.position, targetPosition); KickStarter.navigationManager.navigationEngine.ResetHoles (KickStarter.sceneSettings.navMesh); } else { List<Vector3> pointList = new List<Vector3>(); pointList.Add (targetPosition); pointArray = pointList.ToArray (); } int i = pointArray.Length-1; if (i>0) { charToMove.SetLookDirection (pointArray[i] - pointArray[i-1], true); } else { charToMove.SetLookDirection (pointArray[i] - charToMove.transform.position, true); } charToMove.Teleport (pointArray [i]); } } public Vector3 GetRandomPoint () { float radius = Random.Range (minRadius, maxRadius); Vector2 randomInCircle2D = (Vector3) Random.insideUnitCircle * radius; if (SceneSettings.IsUnity2D ()) { return centerMarker.transform.position + new Vector3 (randomInCircle2D.x, randomInCircle2D.y, 0f); } return centerMarker.transform.position + new Vector3 (randomInCircle2D.x, 0f, randomInCircle2D.y); } #if UNITY_EDITOR override public void ShowGUI (List<ActionParameter> parameters) { isPlayer = EditorGUILayout.Toggle ("Is Player?", isPlayer); if (!isPlayer) { charToMoveParameterID = Action.ChooseParameterGUI ("Character to move:", parameters, charToMoveParameterID, ParameterType.GameObject); if (charToMoveParameterID >= 0) { charToMoveID = 0; charToMove = null; } else { charToMove = (Char) EditorGUILayout.ObjectField ("Character to move:", charToMove, typeof (Char), true); charToMoveID = FieldToID <Char> (charToMove, charToMoveID); charToMove = IDToField <Char> (charToMove, charToMoveID, false); } } centerMarkerParameterID = Action.ChooseParameterGUI ("Marker to reach:", parameters, centerMarkerParameterID, ParameterType.GameObject); if (centerMarkerParameterID >= 0) { centerMarkerConstantID = 0; centerMarker = null; } else { centerMarker = (Marker) EditorGUILayout.ObjectField ("Centre-point:", centerMarker, typeof (Marker), true); centerMarkerConstantID = FieldToID <Marker> (centerMarker, centerMarkerConstantID); centerMarker = IDToField <Marker> (centerMarker, centerMarkerConstantID, false); } minRadiusParameterID = Action.ChooseParameterGUI ("Minimum radius:", parameters, minRadiusParameterID, ParameterType.Float); if (minRadiusParameterID < 0) { minRadius = EditorGUILayout.FloatField ("Minimum radius:", minRadius); } maxRadiusParameterID = Action.ChooseParameterGUI ("Maximum radius:", parameters, maxRadiusParameterID, ParameterType.Float); if (maxRadiusParameterID < 0) { maxRadius = EditorGUILayout.FloatField ("Maximum radius:", maxRadius); } speed = (PathSpeed) EditorGUILayout.EnumPopup ("Move speed:" , speed); pathFind = EditorGUILayout.Toggle ("Pathfind?", pathFind); if (!pathFind) { doFloat = EditorGUILayout.Toggle ("Ignore gravity?", doFloat); } willWait = EditorGUILayout.Toggle ("Wait until finish?", willWait); AfterRunningOption (); } override public void AssignConstantIDs (bool saveScriptsToo) { if (saveScriptsToo) { if (!isPlayer && charToMove != null && charToMove.GetComponent <NPC>()) { AddSaveScript <RememberNPC> (charToMove); } } if (!isPlayer) { AssignConstantID <Char> (charToMove, charToMoveID, charToMoveParameterID); } } #endif } }