I am having an issue. I am using A* with Behavior Designer. I have a seeker that sits in place. Here is what was said by the BD developer…
I just got a chance to look at it. The task is successfully telling A the destination, and A* computes the path, but A* isn’t actually moving the agent. I tried to debug it some and the part that is failing is within RichAI.Update:*
Code: RichPathPart pt = rp.GetCurrentPart(); RichFunnel fn = pt as RichFunnel; if (fn != null) {
fn is null so it doesn’t do the movement. On the else statement for this if block it then looks for an RVOController to move but it can’t find that either. I would ask on the A Pathfinding Project forums to see what would cause the RichPathPart to not be a RichFunnel.*
I can make the Unity scene available for troubleshooting, but you would need to own Behavior Designer.
That would only happen if you have some links in the scene or possibly if you are not using a navmesh based graph (the RichAI script is made for navmesh based graphs, not point or grid based ones).
I wasn’t using a navmesh based graph. That was my problem.
I guess I now need to learn how to create navmeshes. I looked on the wiki, and I am confused by what I read.
The system can generate navmeshes automatically (see RecastGraph), but with this graph you will have to create them yourself in your favourite 3D modelling application.
First what is “The system” you speak of? However, it looks like even navmeshes made with “The system” aren’t usable. Is that correct? I have no idea how to make a navmesh in a 3D program. I will Google for help, but is there anything you can recommend as a reference on how to make them?