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Found 4 results

  1. Hi guys, The problem, as seen in the picture. Hill should stop. But how? Thank you..
  2. 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)
  3. Clunk

    Camera Move?

    Hey guys. I was wondering how I would make the camera move from position to position to position. And at each position it stops for a few seconds. Kind of like DaBoss's Main menu. But it would auto move. If anyone could help me out and tell me how I would do it. Or link me with a tutorial on how, that would be awesome thanks -Stuart
  4. Hi! I have a scene in witch there is a player (charachter controller, fps input) that moves rigidbodies with this script: var pushPower : float = 1.0f; function OnControllerColliderHit (hit : ControllerColliderHit) { var body : Rigidbody = hit.collider.attachedRigidbody; if (body == null || body.isKinematic) { return; } if (hit.moveDirection.y < -0.3) { return; } var pushDir = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z); body.velocity = pushDir * pushPower; } If i apply this script to the drone (character controller and fps input) it does not move anything... (the drone is a second charachter activated with a script that deactivate the main player) I've tried to replace the function with OnCollisioEnter() but it does'nt move rigidbodyes (nothing in trigger, all objects with rigidbody attached)... Can you help me? RESOLVED: made child object at the drone with box collider (istrigger false) and rigidbody (iskinematic = true) dimensioned at the harms. Now the drone when is walking around pushes the rigidbodies of the room.
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