Possible bug with StartPath() being called right after OnRouteFinished()


#1

Hello,

I just spent some time debugging this, and was finally able to find a solution. Am wondering if there is a better way.

It seems that the OnRouteFinished() callback, isn’t a sign that you are free to send the seeker on a new StartPath() right away. I was wondering why it wasn’t working, when I noticed that it was making the call for the next route, even though the seeker hadn’t completely stopped moving.

This made me think to use a coroutine, with a delay, before making the next call, which fixed the issue. Is there a parameter we can pass to StartPath, where it only calls OnRouteFinished(), when we are clear to start the next path? Thanks.


#2

Hi

What do you mean with OnRouteFinished? Which specific callback is that? There is nothing in my package referenced using the name OnRouteFinished.


#3

Sorry, sir. I was tired and copy pasted my wrapper function, instead of OnTargetReached()

I think this might be related to the features which allow the seeker to slow down before arriving at destination.


#4

Hi

So the OnTargetReached callback will be called when the agent comes within ‘end reached distance’ (which is a parameter set in the AIPath inspector) world units from the end of the path. If you want it to be closer to the point before moving to the next target I would suggest reducing that value.
Is this the issue you are having?