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Post by wieljer on Jan 6, 2017 1:25:38 GMT
Did you use this fix from another thread? - I experienced some strange behaviour before the fix Cause > If the character has a Capsule Collider higher then 2, the raycast will not find the ground and he will keep floating. Awesome this fixed an issue for me.
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Post by wieljer on Jan 6, 2017 1:32:01 GMT
By default he should stop at distance '1' in the editor see Chase Stop Distance on AI, unless you modified him to not stop when lose target? Also can you increase field of view in editor? is SphereSensor on Layer 'Triggers' and tag 'Weapon'? maybe your physics matrix changed?
my values for Sensors Max Detect Distance 4.5 Min Detect Distance 2 Distance To Lost Target 5 Chase Stop Distance 1
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Post by thegreatest95 on Jan 6, 2017 4:16:02 GMT
Turning Distance To Lost Target down makes him do the bug more often and easier, turning it up no matter how high doesn't stop the bug.
Other than that same settings.
And yes, you can increase field of view in editor, goes up to 180 (as mine is set too) so they can see everything around them including behind.
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Post by Chronicman on Jan 6, 2017 4:27:23 GMT
Field of view works like this if any one is wondering, it takes 180 from the transform forward right side and left, This gives you a total of 360.
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Post by Invector on Jan 6, 2017 17:02:29 GMT
try drag and drop one of the enemy prefab of the default melee scene and see if they behave correctly, them just compare the variables
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Post by thegreatest95 on Jan 7, 2017 1:11:02 GMT
I'm really confused. Your prefabs don't have the bug but mine do. Even if they have the exact same variables.
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Post by thegreatest95 on Jan 7, 2017 1:44:11 GMT
I have figured out the issue... and it's an integration issue unfortunately.
Whenever I attached Chronos (Time controlling asset) to your prefabs, it causes the bug to happen in them as well.
Most likely reason? Because Chronos wants me to use a different version of controling NavMeshAgent.speed, but I can't figure out how to integrate it with Invector's VERY large NavMeshing system...
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Post by Invector on Jan 7, 2017 2:12:45 GMT
We use the default navmesh from Unity... there is no really mystery there
what version chronos needs?
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Post by thegreatest95 on Jan 7, 2017 3:32:23 GMT
We use the default navmesh from Unity... there is no really mystery there what version chronos needs? Chronos uses it's own NavMeshAgentTimeline (Which I believe is just some script overriding of NavMeshAgent to work with their Timeline component). Which doesn't change much... it still uses the normal NavMeshAgent on the object (I think...) This is the only documentation they give about it So it's a bit hard to figure out how to do the changes needed...
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 7, 2017 4:04:00 GMT
Would it be possible to code that navmesh timeline code in that Chronos has?
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Post by thegreatest95 on Jan 7, 2017 4:39:55 GMT
Would it be possible to code that navmesh timeline code in that Chronos has? I'm sure there is some possible way... but at the moment I haven't figured it out. It's not as simple as changing Invector's agent.speed to Timeline.agent.speed unfortunately.
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Post by Invector on Jan 7, 2017 12:46:38 GMT
Did you try change every line that contains NavMesh. to Timeline.navMeshAgent on the AI?
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Post by thegreatest95 on Jan 7, 2017 21:49:06 GMT
Did you try change every line that contains NavMesh. to Timeline.navMeshAgent on the AI? Yea I did try that. And it doesn't seem to work. (On Timeline's end, not yours) Think I'll need to create a separate new protected variable and then go through and switch out all the agents with timelineAgent on the ones needed and then hope it works?
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