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Navmesh Lua bug

Navmesh Lua bug

Postby SpiderMack » 16 Dec 2017, 23:35

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Re: Navmesh Lua bug

Postby SolarPortal » 17 Dec 2017, 12:53




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Re: Navmesh Lua bug

Postby SpiderMack » 17 Dec 2017, 14:26

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Re: Navmesh Lua bug

Postby SolarPortal » 17 Dec 2017, 15:01




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Re: Navmesh Lua bug

Postby SpiderMack » 17 Dec 2017, 17:13

This is a bug, SimpleCharacterController doesn't move whatever you change Y.

I changed it to a sphere physic rigidbody and it works, the characters follows navmesh.
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Re: Navmesh Lua bug

Postby SolarPortal » 17 Dec 2017, 18:00

yeah, like i mentioned, i will be taking a look at improving the movement.

i found at Y = -1 on the SCC offset; the character did rotate a bit but followed the navmesh agent to the players position on my earlier tests with the code you provided, placed onto a zombie with SCC and microscript. The player was the robot mesh from models > Characters folder.



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Re: Navmesh Lua bug

Postby SpiderMack » 23 Dec 2017, 22:32

The bug is still here after last update to 1.0 , simple Character Controller is not usable with navmesh.

Perhaps it's better this way as you don't need a character controller when you use navmesh usually, instead a simple capsule physics collider is lot more appropriate and enough.
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Re: Navmesh Lua bug

Postby SolarPortal » 24 Dec 2017, 13:12

We ran out of time to fix the movement on the navmesh with SCC. However, lowering the offset of the character so its feet touch the floor does allow it to follow the nav agent in our tests



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Re: Navmesh Lua bug

Postby SolarPortal » 24 Dec 2017, 13:36

Here is a demo level where the NPC Zombie continuously chases the Player:

Navmesh.zip
(47.17 KiB) Downloaded 1211 times


I tested this on 32bit and DX11 and it is working fine... It should give you a good enough starting point to get going :)



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Re: Navmesh Lua bug

Postby SpiderMack » 24 Dec 2017, 19:23

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