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Post by casanuda on May 1, 2017 9:28:57 GMT
Hi,
Anyway to implement pathfinding for player using iso point and click solution?
Thanks Filippo
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Post by Invector on May 1, 2017 14:41:32 GMT
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Post by casanuda on May 1, 2017 17:49:12 GMT
Hi,
Works when you click a hotspot as per Adventure Creator, I was hoping to have nav mesh functionaliy without hotspots...operating in a point and click manner...anyway to trigger it on a generic click? Or via a different integration?
Great asset BTW.
Thanks Cas
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Post by Invector on May 2, 2017 17:16:04 GMT
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Post by glaurung on May 4, 2017 17:33:32 GMT
"MoveToPoint" seems not to be present in vThirdPersonInput and when you modify the script for using agent.SetDestination instead of cc.input it occurs than the Animator needs to be updated as well... it all cascades to a point when you think that perhaps it is easier to modify the CompanionAI... but that is hard for those of us with low-programming skills and we end up with spaghetti code.
If MoveToPoint makes it to the next update it would be amazing indeed: "This war of mine" gameplay!!!
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Post by casanuda on May 6, 2017 6:20:12 GMT
Found the move to point script and modified it to take unity path finding.
Problem is that it asks for a nav mesh agent on the prefab which breaks the animations.
Any suggestions?
Thanks again Cas
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Post by damion on Jan 19, 2021 14:58:32 GMT
Replacing the MoveToPoint method with agent.SetDestination(cursorTarget) enables wonderful pathfinding, but the character animation is completely lost. How can I integrate this?
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Post by Chronicman on Jan 19, 2021 18:01:17 GMT
You could use the speed of the nav mesh agent. float speed = agent.velocity.normalized.magnitude;
animator.SetFloat("InputVertical", speed);
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