Hi,
is there an equivalent/replacement of CanMove (from RichAI) on FollowerEntity?
The background is, I have a couple of vehicles that use custom/physics based movement. Back in the day with RichAI, I disabled the CanMove parameter and just used the pathfinding with my own movement updates manipulating rb forces. I’d like to port them to FollowerEntities for consitency, but would need to use a custom PhysicalAIMoveSystem to take care of the movement, not the inbuilt one.
Is that possible already?
If not, the solution could be to add a component tag “PreventMovement” or “DisableMovement” and if such a component is present on an entity, it won’t be processed by the AIMoveSystem.
Hi
Not in the current beta, but in the next update I’ll include the following components:
In your case you probably want to remove the SimulateMovementFinalize tag component from the agents, and then add a custom system that runs right before the AIMoveSystem to do whatever movement you want. The agent’s desired movement parameters can at that point be found in the ResolvedMovement component.
The canMove
property on the FollowerEntity will, as with the other movement scripts, disable all movement calculations completely. While in your case you only want to selectively disable parts of the AIMoveSystem.
Thanks Aron, that seems to be exactly what I need. Do you have a rough estimate of when you will release the update?
At least some time next week.