Update was, I abandoned behavior design, and used a custom script.
However I also tried to solve the original problem which i did with a custom action here
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using Pathfinding;
namespace AI {
[TaskCategory("AI/Movement")]...
I tried to do a if
agent.remainingDistance < 0 then check the
agent.remainingDistance <= arriveDistance.Value
Ugh... what alternatives do we have to move an enemy towards a player to attack without using navmesh.
Actually I take that back, for seek you will want voktu's fix
For AStar wander you will want to use the original commented out line. This is really poor.
I second this, it seems that the agent.remainingDistance is always 0 and it is incredibly broken.
Please use voktu's fix this is a godsend.
protected override bool HasArrived()
{
return agent.reachedDestination || (agent.destination - agent.position).sqrMagnitude <=...
I just bought the Ultimate character controller and I followed the GUI to BUILD new character,
I placed the sword prefab and the assultriflepickup prefrab and grenadepickup prefabs
But My character is not picking these up. I also tried the start loadout items and they arent showing up i am...