tuirennder
New member
Hello!
I am using the Third Person Character Controller 2.1.1 and Behavior Designer in Unity 2018.2.20.
Since I want to do a 'click to move' player control, the player character has a Nav Mesh Agent component and a Nav Mesh Agent Movement ability.
To use the unity navmesh agent local avoidance, I set the player navmesh agent priority higher than the AI characters priority.
That way, the player can walk through a pack of ennemies without being blocked.
The problem: when the player has a higher priority ( =1), the agent is facing the player with a huge offset:
https://gfycat.com/fr/yellowimpartialhornet
And now the correct behavior when both characters have the same navmesh agent priority:
https://gfycat.com/fr/soulfulportlyasiaticmouflon
As you can see from the gifs it should be easily reproducible, no need for the 'click to move' script, just the navmesh agent and ability on the player.
The behavior tree is a simplified version of the TPC demo tree where I pre-assign the target to the player in the editor. I can share the scene if needed.
I am using the Third Person Character Controller 2.1.1 and Behavior Designer in Unity 2018.2.20.
Since I want to do a 'click to move' player control, the player character has a Nav Mesh Agent component and a Nav Mesh Agent Movement ability.
To use the unity navmesh agent local avoidance, I set the player navmesh agent priority higher than the AI characters priority.
That way, the player can walk through a pack of ennemies without being blocked.
The problem: when the player has a higher priority ( =1), the agent is facing the player with a huge offset:
https://gfycat.com/fr/yellowimpartialhornet
And now the correct behavior when both characters have the same navmesh agent priority:
https://gfycat.com/fr/soulfulportlyasiaticmouflon
As you can see from the gifs it should be easily reproducible, no need for the 'click to move' script, just the navmesh agent and ability on the player.
The behavior tree is a simplified version of the TPC demo tree where I pre-assign the target to the player in the editor. I can share the scene if needed.