Background:
I’m finally updating my project from ‘old’ A* to ‘current’ and from Unity 5.6 to 2018.2 (soon .3).
One of these two is causing my AI mob to moonwalk when legacy AIPath tries to move its CharacterController due to there being a kinematic Rigidbody on the object. (yeah shockingly it used to work and I knew then it was a bit kludgey. I need it there so I can swap the AI from AI+CC to non-kinematic Rigidybody being thrown when then player throws them!) Conclusion: I decided to switch them to purely RB.
I previously extended (now legacy) AIPath so need to entirely update my approach. New AIPath moves RB nicely (great job so far
). I’ve only just started reading the new code to figure out what I need to do to add my extensions. Any tips would obviously be super helpful. My extension class adds the following:
- strafing : my AI can run sideways at reduced speed while firing at its target
- moving platforms : based on a long-ago recommendation which has worked fine ever since.
- root motion-based movement : some of my AIs used this type of animation (is this at all handled in new? hey, I can ask!
) - Behavior Designer interface : some convenience for calling from BD including feedback on being blocked
Obviously I’ll have to add provision for climbing steps if that’s not in there too. I noticed IMovementPlane movementPlane and wondered if it might provide a quick solution – maybe contrive an artificial plane when on a set of stairs to add verticality – but depending how it’s used could cause mayhem with other uses!
Thx, R.