Slastraf Posted January 4, 2016 Share Posted January 4, 2016 When I use this function all happens is that the player glitches out. I see that it has been avoided with the DirectMoveToTarget function inside the MosterAi script, which has no pathfinding but just walking straight towards the target. It would still be better to have a path while following a target that may be behind an obstacle, when the function is called. GoToPoint works fine on (for example) pivots in the scene, even when its position is set somewhere else really fast (and the funcion is called once after every position change). Quote Link to comment Share on other sites More sharing options...
Josh Posted January 4, 2016 Share Posted January 4, 2016 Are you saying that GoToPoint or Follow has problems? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Slastraf Posted January 4, 2016 Author Share Posted January 4, 2016 Are you saying that GoToPoint or Follow has problems? If this isnt known yet,it might be caused by myself in the script. I will investigate it now and might post again in this thread. Quote Link to comment Share on other sites More sharing options...
Slastraf Posted January 4, 2016 Author Share Posted January 4, 2016 I might just use the Follow() function, I dont know whats with gotopoint on dynamic moving points Edit:just noticed that it just returns a boolean, will keep looking for bugs Quote Link to comment Share on other sites More sharing options...
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