One thing is just discovered is that the Astar collider doesn’t get displaced automatically but instead when the character gets the order to move. So in the demo scene the collider is immediately displaced because the ability start type is set to automatic and a script assigns a destination. When setting the ability start type to manual the collider will stay where it is supposed to be until the character is given a destination and an order to start.
I think this question is more suited to the UCC people, as they are the ones who have written the integration code. I cannot see anything obviously wrong with your setup, but I’m not so familiar with UCC, unfortunately.
Well, here’s what Justin from Opsive added : “The integration just sets the destination on the A* agent. A good question would be to find out how that gizmo is positioned. The character controller doesn’t have any control over that gizmo and it’s something that is set on the RichAI component. I’m confident that this is completely on the A* side of things and doesn’t deal with the character controller.”
So if you have UCC may I please ask you again to take a look at the integration demo scene ? Or at least answer what he’s asking about how the gizmo is positioned ? Thanks.
Looking at Astar’s code, the only thing I found out so far is that the yellow collider is supposed to be based on the character’s feet as evidenced by the GetFeetPosition vector 3 - I do not understand however when and how its “position” returned value is modified. Could you please answer this ? It may help understanding why the character’s feet are not correctly found.
I just realized what the issue was all along : the ragdoll colliders. When only the main capsule collider is left there is no issue, the character moves to the destination with the Astar collider sticking to him. So do you have any idea how to handle these ragdoll colliders while using Astar ?
Edit : Just need to use layers - in UCC’s case, leave the SubCharacter layer checked on the Pathfinder’s layer mask but uncheck it on RichAi’s Raycast Ground Mask. Once that is done everything seems to work perfectly !
I had the weirdest problem. When my FollowerEntity also had the Ragdoll Setup (resulting in about 11 Rigidbodies and Colliders), the GameObject would just lift up from the ground. I just couldn’t get my head around it and searched for hours.
Switching the Layer in the FollowerEntity solved it. THANK YOU!
Every once in a while I get a thankful comment on an old thread or video I made about some obscure issue, it’s always heartwarming to know that other people can get unstuck thanks to them later on