I have Seeker/Destination/AIPath/Funnel/RVO on a character. If I turn on CanMove, it works fine.
If, instead, I call:
aiPath.MovementUpdate(Time.fixedDeltaTime, out var nextPos, out var nextRot);
animatorTransform.position = nextPos;
The character falls through the floor. Setting gravity on the AIPath script to Vector3.zero stops it falling, but of course it doesn’t position its Y value properly.
Can someone help with this please?
EDIT: If it helps, the ideal outcome here is I want a black box solution. I basically just want the position the AIPath WOULD place me in if I had CanMove checked in. Is there anyway to just get that value? Everything I’ve tried fails to match how it behaves by just checking in CanMove.