- A* version: 5.3.4
- Unity version: 2022.3.60f1
Just wondering if there is some advantage to using gravity on the FollowerEntity component instead of using rigidBody.useGravity?
Is it just there in case you aren’t using a rigidbody? Even if you have an rb is there some advantage or optimization with the pathfinding system and the followerEntity version?
Hi
The FollowerEntity uses entities behind the scenes. The rigidbody component doesn’t play well with that, so we have to use custom gravity. It’s also way faster to do gravity using custom code.
Can you expand on what you mean by not playing nicely? Is that just a visual problem or would it lead to crashes?
Are you also saying to never use rigidbody physics while using followerEntity movement? Or it only applies to gravity?
It is fundamentally a normal unity component, not an ECS component. So it would not work well. The FollowerEntity will in any case just update the position of the transform, not interact with the rigidbody. It will probably work, but the agent would not respond to collisions.