Hi
This is a limitation right now. I’m considering changing those components to IEnableableComponent, so that they can be toggled like this.
As a workaround, you could do the rotation itself in the Update
method:
IEnumerable IOffMeshLinkStateMachine.OnTraverseOffMeshLink (AgentOffMeshLinkTraversalContext ctx) {
rotateAgent = true;
// ...
}
void Update () {
if (rotateAgent) {
// ...
ai.updateRotation = false;
ai.rotation = ...;
}
}