I’ve seen this asked a few times, but there hasn’t been an answer. I’m referencing velocity.magnitude for my animator.
When I do the following code, the magnitude still reads as the value before it stopped, so not 0.
_aiPath.isStopped = true;
_aiPath.canMove = false;
I’m not sure why this is. Seems like a straightforward thing so when I stop the agent, the velocity should be 0. The character isn’t moving at all in-game, but the magnitude is stuck at whatever speed they were going before it stopped. Meaning the animation of walking still plays even though the agent should have frozen in place.