fables alive
New member
hi brothers and sisters,
wishing youall happy healthy years ^^
got a question. I did all combinations and couldnt resolve for last 2 months. and I sadly ended up here with that unresolved question.
(finally I will remove astarpath and will use unity's own Navmesh rather than astarpath)
AIPath NPCs float in air in standalone build (but stay on ground in Editor) – Behavior Designer Movement Pack
Using Behavior Designer Pro + Movement Pack (A* integration) in Unity 6000.0.3f1 LTS.
Setup:
Single AstarPath in scene
Each NPC: AIPath + Rigidbody (non-kinematic, Use Gravity enabled, no Freeze Position constraints) + Box Collider
Patrol task from Movement Pack
In Unity Editor: NPCs stay perfectly on the ground and patrol correctly.
In standalone Windows build: NPCs float in the air (hover above ground) while patrolling – they should stay on the ground like in Editor.
Tried:
Kinematic on/off
RVO on/off
Graph rescan on start
No console errors
Why do NPCs stay grounded in Editor but float in standalone build? Any known physics/pathfinding differences between Editor and build?
If I run the game standalone, there are 30-40 NPCs in the air, some on the ground, some in the air. But when I run the game from within the Unity Editor, they're all on the ground.
btw.. there is no character controller attached to. is it a requirement?
everything works perfect and all NPCs are grounded in Unity Editor Play Mode. but in standalone %30 of them are flying..
it moves but it moves on the sky. even its 10kg!
AIs recommends RichAI rather thna AIPath component.
do you have a clue?
(thanks in advance^^)





wishing youall happy healthy years ^^
got a question. I did all combinations and couldnt resolve for last 2 months. and I sadly ended up here with that unresolved question.
(finally I will remove astarpath and will use unity's own Navmesh rather than astarpath)
AIPath NPCs float in air in standalone build (but stay on ground in Editor) – Behavior Designer Movement Pack
Using Behavior Designer Pro + Movement Pack (A* integration) in Unity 6000.0.3f1 LTS.
Setup:
Single AstarPath in scene
Each NPC: AIPath + Rigidbody (non-kinematic, Use Gravity enabled, no Freeze Position constraints) + Box Collider
Patrol task from Movement Pack
In Unity Editor: NPCs stay perfectly on the ground and patrol correctly.
In standalone Windows build: NPCs float in the air (hover above ground) while patrolling – they should stay on the ground like in Editor.
Tried:
Kinematic on/off
RVO on/off
Graph rescan on start
No console errors
Why do NPCs stay grounded in Editor but float in standalone build? Any known physics/pathfinding differences between Editor and build?
If I run the game standalone, there are 30-40 NPCs in the air, some on the ground, some in the air. But when I run the game from within the Unity Editor, they're all on the ground.
btw.. there is no character controller attached to. is it a requirement?
everything works perfect and all NPCs are grounded in Unity Editor Play Mode. but in standalone %30 of them are flying..
it moves but it moves on the sky. even its 10kg!
AIs recommends RichAI rather thna AIPath component.
do you have a clue?
(thanks in advance^^)





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