Post by cursedereaper on Jan 14, 2019 13:04:05 GMT
I just integrated my own "combat/interaction" for a stealthy game using roboters as enemies and an engineer as player. And to finaly test it in a game Prototype I just need the Waypoints to work.
The current Problem is "The Enemies neither my own nor the VBot Enemies are following the Waypoints of the WaypointArea". And I don't know why.
When I inplemented the Waypoints and attached them to the enemies I baked a new Nav-Mesh and it worked. Then I added a new Model and its instances to the scene and baked a New Nav-Mesh and it stopped working.
In my Scene I previously used the Nav-Mesh Script frome here in Unity 2017.03: But with that it didn't worked at all. And the only time it actually worked was with a Nav-Mesh generated in the Navigation Tab.
The strangest thing about my problem is that I got a realated error message (No Usable Nav-Mesh) when I attached the Waypoints but after it stopped working I won't get any message in my Debugger that hints at any solution.
Cool! now it's very obvious what's wrong and it's super simple to fix.
1- In the Detection tab, you CurrentState is set to "Idle" instead of "Patrol Waypoints" 2- By changing the state he will patrol, but look at your Distance To Change Waypoints and Patrolling Stop Distance, it's way too high, go back to the default values of 1 and 0.5 respectively and it should work just fine ;)
Post by cursedereaper on Jan 15, 2019 15:08:05 GMT
Cool indeed. It worked like a charm. Thank you a lot. I increased the Patrol distance because I hoped I could fix it by changing the number. I totally skipped the "Current State" in the "Detaction"-tab.
I looked Waypoints up in this documentation to solve my problem befor:
But it doesn't say anything about the Simple AI, mostly because we're not updating this AI anymore, it was just a cool bonus that comes with the Melee Template, but now we're focusing on the FSM AI Template for a definitive AI Solution.