How to use the Unity nav mesh in Rain« Back to Previous Page
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Just create own Motor using RAIN.Core; namespace RAIN.Motion [RAINSerializableField(ToolTip = "Default stopping distance", Visibility = FieldVisibility.Show)] public override void AIInit() public override void ReInitialize() public override void UpdateMotionTransforms() public override void ApplyMotionTransforms() } public override bool MoveTo(Vector3 position) public override bool Move() if (_agent == null || moveTarget.VectorTarget == Vector3.zero) if (_currentTarget != moveTarget.VectorTarget) if (!_agent.pathPending) public override bool FaceAt(Vector3 position) public override bool Face() public override void Stop() |
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@nomax5, |
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If you want to use Unity’s nav mesh system, you have to use Unity’s NavMeshAgent for movement. To do that, you will have to create a custom RAINMotor that does not try to manage the position of the AI. |
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