Hello developer
I met some problems in the development, I hope you can give me some help, thank you
If I want to use FollowerEntity in an online game, will it have synchronization problems
The unit to which FollowerEntity is mounted, such as an enemy, dies, how should I set up FollowerEntity and throw it into the object pool to appear reasonable
How can I set up FollowerEntity to make it look smarter, as shown below, and I want it to pass by
Replenishment
Question 3 is caused by the Use of Navmesh As Obstacle in RVO Simulator. Is it a bug?
You should be fine here- I used Astar with Netcode for GameObjects without much issue with sync. As long as only the owner is controlling the movement, and the other players are getting exclusively positional and rotational info, you should be fine.
I just double checked my game and when I returned an agent to the pool I simply set them as disabled, and enabled them when they returned. Don’t recall having any pathfinding issues with object pooling.
I’m not fully understanding what the desired behavior is. Is the triangle/fanning position not intentional?
Yeah that’s some rather weird motion Would you be able to package your project, or at least the relevant bits, and send it over so I can look at what’s going on?
Hey there, been taking a look at this and I’m a little confused; what’s the goal for the camera/game here? Top down but with 3D models rotated against the axis to make them “point up”?
I’m not quite sure what you mean. This project is just a temporary setup to test the pathfinding, but its behavior is a bit strange. Approaching from one direction causes the units to form a triangular arrangement. Is there any setting I can adjust to improve this? My actual project uses a 3D top-down perspective but with 2D sprites, whereas I used 3D objects for testing.
I’m mainly confused by the “ground plane” for the project being along the X and Y axes, rather than X and Z like a normal 3D graph and everything being set to 2D, but otherwise everything else in the game looks very much made for 3D. When I was poking around I created a new X/Z axis floor and made a new default recast graph and it worked perfectly fine. I couldn’t yet figure out why the existing graph was having issues but I figured I needed to understand the structure of this game more first; so this game is supposed to be a 3D game just with a top down view? And the units travel along the X/Y axis? Is that correct?