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Post by rabassa on Feb 6, 2019 22:58:58 GMT
Hello!
I am creating a giant AI - about 10 to 15 times bigger than the play. I'm having trouble having him move/react as an enemy AI and I think the scale is messing with the Invector scripts. So how can I make a giant AI?
What I did was scale the mesh/rig in my 3d app and exported an FBX but the AI is acting very weird. Is this the best approach?
Thanks, rich
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Post by cursedereaper on Feb 8, 2019 11:46:52 GMT
Have you tried the min detaction radius? I realized that having it to small (for a Stealth game with Stealth kill or similar) can mess with Player detaction as well if the player stands directly in front of the enemy. But with a Detaction Radius of 2-4 it worked. You could increase that number and try if it works as you want. In my case it didn't worked because I wanted my Enemey to not see me if I'm behind him.
But my first tought was "maybe my Character is to big". because my Character is roughly 2 meters and my Player is about 1,7 meters (or unity units).
I haven't solved my Problem yet but what I want to do (Not exactly the right programming approach) are trigger event that the enemy attacks if the player walks through them.
You could make trigger boxes and custom animations for certain attacks and play them if the player walks through/enters them.
I suggest posting a video where you click through the parameters of the AI. That way one can look if there is a problem with certain setting. Did you try if the AI works on another object? At least the InVector support was able to solve one of my problems befor. after I showed my enemies Settings.
I hope my not so professional suggestion helps for the time being. I'm just a game design student with CG study focus that also works with Scripts in Unity but not really write them myself.
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