Just wondering how to get the entityfollower to run on fixedupdate instead of update.
I dont remember any settings to do this, pathfinding is done in ECS OnUpdate.
I assume your having physics issues? Is the problem physics interaction between two followers, or between followers and static objects?
Something like that. I want all my movers to move on fixedupdate to avoid camera jitter.
Try disabling updatePosition
so that your agent game object doesn’t change it’s position until you make it. Then, make it move on your own in LateUpdate
There’s also the nuclear option: Write your own movement script for full control. But I don’t think this is really a scenario that you’d need that since it’s just jitters and not an issue with their movement as a whole.
Thanks, I’ll try that - once I disable updatePosition, how would I tell the entityfollower to process movement?
Something along these lines:
void LateUpdate(){
transform.postion = followerEntity.position;
}
FollowerEntity.position
will still be updated, but the actual transform will just only change when you assign it yourself.
Thanks, I appreciate it!