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Post by johnlanz on Jan 27, 2017 3:26:04 GMT
Hi Invector, On unity 5.5p4, if you're using terrain the AI Foot doesn't touch the ground. Its always above 0.3 or something above the ground. I experience this on any terrain even on flat surface. Here is the screenshot: nav mesh: Any help would greatly appreciated. Thanks, John
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Post by shadex on Jan 27, 2017 5:57:26 GMT
Nice screen shot. I kinda like the choice of texturing everything solid white, but it makes it hard to see the screenshot.
Most likely you capsule collider is messed up. I had this happen when i manually changed the scale of a model before creating an Enemy AI out of it.
On the main character, scroll through the scripts till you see capsule collider. Under Material, you want to change the Center number (Y). Most likely it will be lower, something like .98 or .45 instead of 1.
One thing of note: The feet never actually touch the ground, it's the collider. check the animator and see if isGrounded is checked, if it's not the character thinks he's flying. It's a sure sign it's the collider.
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Post by johnlanz on Jan 27, 2017 12:41:15 GMT
Tnx for the reply shadex. I think the collider works fine since this is a default character. The center (Y) has 0.95 value and the animator is always true on IsGrounded params. I've also added vFootStep left and right trigger collider as the screenshot: The weird part is this only happens on a terrain. Cube or Quad ground works fine.
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Post by shadex on Feb 1, 2017 19:45:16 GMT
Tnx for the reply shadex. I think the collider works fine since this is a default character. The center (Y) has 0.95 value and the animator is always true on IsGrounded params. I've also added vFootStep left and right trigger collider as the screenshot: The weird part is this only happens on a terrain. Cube or Quad ground works fine. Sorry for the late reply, didn't show up in my feeds. I can't replicate this on my end. What version of unity and are you using the default terrain? or someone's premade terrain model? It's either the collider on the player or the terrain. Try adding a hill, and have the character walk up it. See if he's hovering the same height. Also try taking the demo scene (don't save it) but create a basic untextured terrain in there, give it a few bumps, and test the character there. See if it still happens. That way we can rule out TPC settings
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Post by Invector on Feb 1, 2017 19:47:03 GMT
Navmesh Agent > Base Offset
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Post by johnlanz on Feb 4, 2017 10:59:37 GMT
hi Invector, I've changed the NavMesh Agent Base offset to -0.1 from default 0 and it works fine.
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Post by Invector on Feb 4, 2017 14:49:05 GMT
You can also change the Step Height in the Navigation tab and Bake the scene again, try different options to make the navmesh closer to the ground
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Post by Legion on Feb 6, 2017 18:16:36 GMT
I'm having a problem with NavMesh too, Navmeshagent deactivates itself on runtime, if I reactivate it again, also on runtime, it stays static and the AI character turns around. It happens on every map, terrain or mesh, and I have tried several configurations.
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Post by Invector on Feb 6, 2017 18:24:47 GMT
I'm having a problem with NavMesh too, Navmeshagent deactivates itself on runtime, if I reactivate it again, also on runtime, it stays static and the AI character turns around. It happens on every map, terrain or mesh, and I have tried several configurations. Cause > If the character has a Capsule Collider higher then 2, the raycast will not find the ground and he will keep floating.
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Post by Legion on Feb 6, 2017 18:42:50 GMT
It works great, thank you very much.
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