Thanks Aron!
I took your advice and built a baker/authoring based on FollowerEntity. Since I couldn’t add the managed entity in the baker/authoring I had to add it at runtime with an initialization system.
EDIT: I fixed all the issues below - see my follow-up post.
The problem is that it’s not behaving as expected. I think there are so many different settings to copy in and maybe I’m missing one of them or setting an incorrect default? I tried to use your default values for as much as possible.
I tried to upload a video here but this forum seems to have an error - it says the file is too big and the max size is 16MB, but the gif is only 7.1MB.
As you can see it’s all messed up. While the agents are under the terrain, they are paralleling it, so that’s good.
If I change the RepathMode to Never (which is actually the setting that makes the most sense in this scene), the ground is completely ignored.
The authoring/baker that I just made is here: Assets/Scripts/FollowerAgentAuthoring.cs · master · Luke Clemens / AStarPfpBenchmark · GitLab
The whole project is here: Luke Clemens / AStarPfpBenchmark · GitLab
In the project there are two scenes.
- BenchmarkScene is the old way I used to do a pure entities before FollowerEntity existed. It took over a month to get that working because I had to write and convert a ton of code and do a lot of research. The agents in this scene works properly if you want to see an example of what the scene is supposed to look like.
- FollowerBenchmarkScene is the new way with the authoring/baker that I just wrote, which is broken. You can change agent settings on Assets/Prefabs/FollowerAgent.
I know you’re probably really busy, but if you could help figure out what is wrong, I’m sure other devs would be interested in trying out a pure-entities mode. The repo is public so other people can use the authoring/baker I made. @Chriss99 - were you able to get something working?