AIPath NPCs float like an astronaut in air in standalone build (but stays and patrols on ground Play in Unity Editor)– Behavior Designer Movement Pack

fables alive

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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^^)

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and finally BTree is like that. everything works as it is if Game Play mode in Unity Editor. but not in Standalone Game Running. NPCs treats like astronauts : )

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Happy New Year!

This looks like a question for the A* developer - Behavior Designer doesn't control the actual position of the agent. It just sets the destination and then leaves it to the underlying pathfinding implementation.
 
I'm pretty new to this stuff,but this feels like a super classic issue that others must have run into before. I have no idea why there isn't a solution shared anywhere or why I couldn't find one, but after trying every possible combination nonstop from 7 amto 1 am the next morning (17 straight hours), and then testing it over and over again after I finally figured it out, I'm happy to share the fix with everyone else.

This literally cost me an entire day glued to my chair, so I hope it saves someone else from wasting theirs.

The solution is : Animator > Apply Root Motion : must be unchecked (OFF)

tested again and again and again if I'm wrong. but not.

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After that, all NPCs move and behave completely naturally, just like they should.
 
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