Class ProximityGazer
Periodically scans for nearby GameObjects and commands a look-at gaze toward the closest valid target, simulating a pedestrian's natural attention response.
public class ProximityGazer : MonoBehaviour
Inheritance
Remarks
This component enables the behaviour of pedestrian looking at specific targets. Designers can configure detection radius and filter rules in the Inspector.
On each scan tick, a sphere overlap at ProximityRadius finds all nearby colliders,
the configured filter rules (tag, layer mask, ScriptableTag) narrow those results to valid
targets, and the closest one is passed to Single)
on the receiver — held for GazeDuration seconds if set, or until the target leaves
range.
Scanning runs on a configurable interval rather than every frame because
Physics.OverlapSphere is relatively expensive; 100 ms (the default) provides
responsive-enough gaze updates for a realistic pedestrian without frame-rate overhead.
Multiple filter options (_PermissibleTag, _PermissibleLayerMask,
_PermissibleScriptableTags) allow the same component to target vehicles in one
scenario and other pedestrians in another without any code changes.