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Post by dakurlz on Nov 6, 2018 3:02:21 GMT
Hello dear friends! I wanna ask question about AI and time scale problem. I am using fast time scale in my game after save game (looks like we are sleep and time go faster) but i have problem. When i setup time scale more that 1.0 bots with AI not moving and get stuck in the ground (animation work fine, but i thing problem in controller)
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Jack
New vMember
Posts: 17
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Post by Jack on Nov 7, 2018 0:56:34 GMT
navmesh maybe?
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Post by dakurlz on Nov 7, 2018 4:23:04 GMT
Navmesh work fine, maybe problem in navmesh angent, looks like navmesh speed do not change with timescale, or something else. Also, if i press pause menu (stop time) i have error message.
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Post by Invector on Nov 7, 2018 17:13:27 GMT
Navmesh work fine, maybe problem in navmesh angent, looks like navmesh speed do not change with timescale, or something else. Also, if i press pause menu (stop time) i have error message. Did you try to put time conditions before the line of the error? Like if(Time.deltatime<=0)return;
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Post by dakurlz on Nov 8, 2018 22:46:21 GMT
Navmesh work fine, maybe problem in navmesh angent, looks like navmesh speed do not change with timescale, or something else. Also, if i press pause menu (stop time) i have error message. Did you try to put time conditions before the line of the error? Like if(Time.deltatime<=0)return; I haven't tried it yet, thanks!
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Post by shadex on Nov 9, 2018 7:59:38 GMT
Did you try to put time conditions before the line of the error? Like if(Time.deltatime<=0)return; I haven't tried it yet, thanks! On RigidBody there should be a Collision Detection drop down box. It's most likely setup as discrete. Change it to Continuous_Dynamic. The problem with the time scale is your moving the enemy's super fast. Things won't register right, this helps. Though unless it's important to your game to see the enemy's moving around, it may be wise to disable the animator or the enemy's all together when you do the time scale.
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