I'm trying to get A * Pathfinding working with UCC TPS agent.
I had a working simple Behaviour Tree for an AI Agent on a unity nav mesh to follow my player character around.
In trying that with A * and either a racast or grid graph, it isn't working and I can't find documentation on how to setup the UCC agent.
For unity navmesh you have to add the Nav Mesh Agent Movement ability to Ucc Locomotion. I tried adding Agent Movement ability on the A * agent and it does move, but only back and forth a bit. Without that ability the agent just stutters in place. It does calculate/update the path to the player, but stays stuck in a small area. It's like the agent is stuck inside an invisible box around 5x5 units in size. And while they are animating properly trying to move, the agent also does not rotate towards the target.
On the UCC agent I manually added RichAI (3D, for navmesh) which included Seeker.
For the BT I just add the A * -> Follow action and link to my player target, same thing I did when using Unity navmesh agent, but then with the non-A* action of course.
I had a working simple Behaviour Tree for an AI Agent on a unity nav mesh to follow my player character around.
In trying that with A * and either a racast or grid graph, it isn't working and I can't find documentation on how to setup the UCC agent.
For unity navmesh you have to add the Nav Mesh Agent Movement ability to Ucc Locomotion. I tried adding Agent Movement ability on the A * agent and it does move, but only back and forth a bit. Without that ability the agent just stutters in place. It does calculate/update the path to the player, but stays stuck in a small area. It's like the agent is stuck inside an invisible box around 5x5 units in size. And while they are animating properly trying to move, the agent also does not rotate towards the target.
On the UCC agent I manually added RichAI (3D, for navmesh) which included Seeker.
For the BT I just add the A * -> Follow action and link to my player target, same thing I did when using Unity navmesh agent, but then with the non-A* action of course.