I am currently using the behavior designer Cover task with unity and have the following questions:
1. How does the Cover task decide which side of an object (i.e. a wall) to hide behind? is it using the forward vector of the cover gameobject?
2. Does the cover object have to be a mesh? if so, should the cover be a simple mesh so that the normal is a large area?
3. The cover task does not move to next task if Max Look At Rotation Delta is zero, what is the purpose of the Max Look At Rotation Delta setting?
4. Is there any way, other than looking at the code of each task, to find a detailed explanation of the behavior designer parameters and their effects related to each tasks(i.e Cover(Max Look At Rotation Delta), etc). any response is greatly appreciated.
1. How does the Cover task decide which side of an object (i.e. a wall) to hide behind? is it using the forward vector of the cover gameobject?
2. Does the cover object have to be a mesh? if so, should the cover be a simple mesh so that the normal is a large area?
3. The cover task does not move to next task if Max Look At Rotation Delta is zero, what is the purpose of the Max Look At Rotation Delta setting?
4. Is there any way, other than looking at the code of each task, to find a detailed explanation of the behavior designer parameters and their effects related to each tasks(i.e Cover(Max Look At Rotation Delta), etc). any response is greatly appreciated.