Hi,
After realizing that characters cannot really update their path when using seeker.StartPath()
I changed my pathfinding approach to use aiPath.destination
instead.
Everything is working now but there is one very weird thing: When the character reached the destination, its rotation is set to Quaternion.identity
. In the previous approach they kept the rotation they had when they where still following the path.
I tried to apply another rotation manually after readching the destination by setting aiPath.updateRotation
to false and assigning my custom rotation to aiPath.transform.rotation
. It didn’t change anything. The characters still reset their rotation.
Is there some setting i am missing?