Hello, I’ve been experimenting with A* pro on and off for the past few months, but I can’t seem to wrap my head around how to get RichAI agents to interact physically with each other. When I add a few RichAI agents on a recast graph they move around fine, dodge obstacles and the like, but they constantly move through eachother. I’ve tried adding colliders and rigid bodies but the former does nothing and the later adds some goofy issues.
I assumed I was doing this wrong so I started playing with the RVO local avoidance components. I can get my gameobjects swarming around eachother, but they only avoid eachother, I want then to collide, and react to these collisions. Is there any way to accomplish this with RichAI or RVO? Ideally I’d like all of the objects to have rigidbodies so they can react more realistically to punches, explosions, and so on. Thank you in advance.
Edit: I am using the latest 3.8.6 release with Unity 5.4, and managing the RichAI agents through Behavior Designer and it’s movement pack integration, so if nothing sounds like it should be broken here, I can dig deeper into that.
Hi
I’m not really sure how you want them to react to the collisions, that sounds like very game specific behavior, could you elaborate on that?. You can use rigidbodies (though you might want to follow the changes listed here: How to reconfigure AIPath.cs to use a Rigidbody instead of a CharacterController?).
Thanks, using that link I’ve been able to make some progress. I replaced the CharacterController instances in the RichAI.cs script with Rigidbody, and made some changes to accommodate that. And it’s working great, the characters are moving around and colliding with each other just as I wanted.
Now I just need to figure out why Behavior Designer’ movement pack isn’t working with the updated version of A*. I’m trying to track down what changed, but I can’t find a way to access legacy versions of A*. Is there a place I can go to look up legacy versions of the code?
Oh, it isn’t? What exactly is broken?
I emailed the author of that package, and it seems he could not replicate the issue you were seeing (you had posted in their forum as well it seems).
If you have a request for a specific version I can send it to you, most are not uploaded to the server anymore.
I would also recommend version control for cases like this, it makes it a lot easier to revert e.g an upgrade that didn’t go so well.
Thanks for your help, I think I was trying to do too much at once. The root of my problem was not locking the rigid bodies Y-Axis rotation, turns out that is independent of the agents movement.Things are finally coming together:
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