Using humanoid characters with FollowerEntityAI

  • A* version: 5.3.7 Pro
  • Unity version: 6
    I’m having trouble using FollowerEntityAI with Humanoid characters with animations. I’m simply trying to create an NPC character that does locomotion between some waypoints. But I’m not clear how to sync AI movement with the blendtree parameters. The component does have velocity but it doesn’t seem to be working well causing the character to either mostly slide or do sudden jumps (just position, not animated).

Any examples or ideas how to get this package working well with 3d characters that have basic motions such as idle, walk, run, turn, etc? Most of the examples I see are usually non-character objects for which animations don’t matter too much. Thanks in advance!

My approach was a script that reads values from FollowerEntity and sets the values of my animator every Update. I don’t remember which variable I used to determine the walk/idle state, but one of them works fairly well. I haven’t dabbled with setting blend tree values yet and just used a simple animator controller to get it working.

By the sounds of it you might be using root motion animations, I don’t think these will work if you have the animated mesh as a child of the FollowerEntity. You would have to keep them unparented and use the root motion to move them towards the FollowerEntity location.

Hi

There is an included script called MecanimBridge which is used for this. I’ve had a hard time finding a good 3d model with decent animations that I can also get a license to include when distributing the package.