Jump to content
This site uses cookies! Learn More

This site uses cookies!

armedunity.com uses cookies to improve user experience.

By continuing to use this site, you agree to allow us to store cookies on your computer.

Search the Community

Showing results for tags 'dir'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


    • Introduce yourself
    • Discussions
    • Showcase
    • Need help?
    • Seeking team members?
    • Offtopic
    • Example Projects
    • Scripts
    • Shaders
    • Unity Tutorials
    • FPS Kit Tutorials
    • 3D models
    • Animated 3D Models
    • Graphic design
    • Textures
    • Sounds
    • Other
    • Sell
    • Request
  • Mars' Modular Multiplayer Photon FPS Kit's Topics
  • Mars' Modular Multiplayer Photon FPS Kit's Reviews
  • Mars' Modular Multiplayer Photon FPS Kit's Updates
  • Mars' Modular Multiplayer Photon FPS Kit's Tutorials
  • Busy People's Introductions
  • Photon's Tutorials
  • Photon's Photon General
  • Photon's Showcase


  • Free Projects
  • Free Assets
  • Game Demos
  • Photon's Files

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start





Website URL





YouTube URL

Facebook URL

Twitter URL

IndieGoGo URL

Kickstarter URL


GreenLight URL



Found 1 result

  1. What is wrong with this code? I'm using A* pathfinding from here Problem: NullReferenceException UnityEngine.CharacterController.SimpleMove (Vector3 speed) (at C:/BuildAgent/work/d3d49558e4d408f4/artifacts/EditorGenerated/NewDynamics.cs:2768) AstarAI.FixedUpdate () (at Assets/AstarAI.cs:54) Effects: Ai not moving. Script: using UnityEngine; using System.Collections; using System.Collections.Generic; //Note this line, if it is left out, the script won't know that the class 'Path' exists and it will throw compiler errors //This line should always be present at the top of scripts which use %Pathfinding using Pathfinding; using Pathfinding.RVO; public class AstarAI : MonoBehaviour { public Transform targetPosition; private CharacterController controller; //The calculated path public Path path; //The AI's speed per second public float speed = 3; //The max distance from the AI to a waypoint for it to continue to the next waypoint public float nextWaypointDistance = 3; //The waypoint we are currently moving towards private int currentWaypoint = 0; public void Start () { //Get a reference to the Seeker component we added earlier Seeker seeker = GetComponent<Seeker>(); //Start a new path to the targetPosition, return the result to the OnPathComplete function seeker.StartPath (transform.position,targetPosition.position, OnPathComplete); } public void OnPathComplete (Path p) { Debug.Log ("Yey, we got a path back. Did it have an error? "+p.error); if (!p.error) { path = p; //Reset the waypoint counter currentWaypoint = 0; } } public void FixedUpdate () { if (path == null) { //We have no path to move after yet return; } if (currentWaypoint >= path.vectorPath.Count) { Debug.Log ("End Of Path Reached"); return; } //Direction to the next waypoint Vector3 dir = (path.vectorPath[currentWaypoint]-transform.position).normalized; dir *= speed * Time.fixedDeltaTime; controller.SimpleMove(dir); //HERE IS THE PROBLEM //Check if we are close enough to the next waypoint //If we are, proceed to follow the next waypoint if (Vector3.Distance (transform.position,path.vectorPath[currentWaypoint]) < nextWaypointDistance) { currentWaypoint++; return; } } } (Yes, it's the one who Aron gives in the A* documentation)
  • Create New...