Hello,
there is an editor issue when installing the Astar integration (only tested with Movement pack so far) but the pathfinding field showed AStar but the Stopping Distance field was displayed (should only be displayed when Navmesh is selected) and when I pressed play I got this error:
Once I manually toggled the dropdown to Navmash and back to AStar everything was fine, but for some reason after a fresh install with all the new installers, the pathdfinding selection wasn't initialized correctly.
there is an editor issue when installing the Astar integration (only tested with Movement pack so far) but the pathfinding field showed AStar but the Stopping Distance field was displayed (should only be displayed when Navmesh is selected) and when I pressed play I got this error:
Code:
Error: Unable to find the NavMeshAgent component on the 6 leg robot (UnityEngine.GameObject) GameObject.
UnityEngine.Debug:LogError (object)
Opsive.BehaviorDesigner.AddOns.Shared.Runtime.Pathfinding.NavMeshAgentPathfinder:Initialize (UnityEngine.GameObject) (at Assets/Opsive/BehaviorDesigner/Add-Ons/Shared/Runtime/NavMeshAgentPathfinder.cs:41)
Opsive.BehaviorDesigner.AddOns.MovementPack.Runtime.Tasks.MovementBase:OnAwake () (at Assets/Opsive/BehaviorDesigner/Add-Ons/MovementPack/Scripts/Tasks/MovementBase.cs:49)
Opsive.BehaviorDesigner.Runtime.Tasks.Task:Initialize (Opsive.BehaviorDesigner.Runtime.BehaviorTree,uint16) (at ./Packages/com.opsive.behaviordesigner/Runtime/Tasks/Task.cs:102)
Opsive.BehaviorDesigner.Runtime.Tasks.StackedTask:Initialize (Opsive.BehaviorDesigner.Runtime.BehaviorTree,uint16) (at ./Packages/com.opsive.behaviordesigner/Runtime/Tasks/StackedTask.cs:191)
Opsive.BehaviorDesigner.Runtime.BehaviorTree:InitializeBranch (Unity.Entities.World,Unity.Entities.Entity,Opsive.GraphDesigner.Runtime.IEventNode) (at ./Packages/com.opsive.behaviordesigner/Runtime/BehaviorTree.cs:614)
Opsive.BehaviorDesigner.Runtime.BehaviorTree:InitializeTree (Unity.Entities.World,Unity.Entities.Entity) (at ./Packages/com.opsive.behaviordesigner/Runtime/BehaviorTree.cs:496)
Opsive.BehaviorDesigner.Runtime.BehaviorTree:StartBehavior (Unity.Entities.World,Unity.Entities.Entity,System.Type) (at ./Packages/com.opsive.behaviordesigner/Runtime/BehaviorTree.cs:419)
Opsive.BehaviorDesigner.Runtime.BehaviorTree:StartBehavior (Unity.Entities.World,Unity.Entities.Entity) (at ./Packages/com.opsive.behaviordesigner/Runtime/BehaviorTree.cs:381)
Opsive.BehaviorDesigner.Runtime.BehaviorTree:StartBehavior () (at ./Packages/com.opsive.behaviordesigner/Runtime/BehaviorTree.cs:370)
Opsive.BehaviorDesigner.Runtime.BehaviorTree:Start () (at ./Packages/com.opsive.behaviordesigner/Runtime/BehaviorTree.cs:358)
Once I manually toggled the dropdown to Navmash and back to AStar everything was fine, but for some reason after a fresh install with all the new installers, the pathdfinding selection wasn't initialized correctly.