Behavior Designer - AI Entity doesn't move.

Chaosriftgames

New member
This is the raw basic character setup. Straight Character Creator, Navmesh agent.

The Behavior tree I tried a few things.
Sequence -> RotateTowards
Repeater -> Sequence -> RotateTowards
Sequence -> Wander
Sequence -> RotateTowards
Sequence -> Move Towards

Move Towards had the "best" potential. The character looked like she wanted to go towards the target, move about half unit and kept getting rubber banded back to origin.

behavior-designer-move-towards.jpg
 
You'll need to make sure you are using a navmesh task as Move/Rotate Towards will not work. Also make sure you have the NavMeshMovement ability added.
 
Hi. A question: Behavioural Tree only works if you have a NavMesh? Because I'm trying to move an object in the space -I mean is not stick to the ground- and it's not working.
Please if there is a way to move an object in space, can you point me to an example?
Thanks.
 
I am a bit confused by the message above (Feb 21),Justin. I see where you can download the integration package for A*. I see you say we can use the navmesh movement items. I tried various things - indeed, I get the same result that Chaos... (above) gets when using "move towards" . I replaced "move towards" with "seek" and that works wonderfully. Do I need to download some other tasks that work with the movement pack? Or, should I simply not use the Movement pack with the NavMesh? I did go to the page on the A* Program and downloaded the revised Tasks for the A* program. However, I was unable to figure out how to use these tasks.... I'm wondering if you could give an example of how to use the movement pack with UCC. I have only loaded UCC, behavior designer, the movement pack and the a* tasks downloaded from the A* Pathfinding project. Sorry to be such a newby. Oh,I am running unity 2.16f1 on a macbook pro.
 
Move and Rotate Towards modifies the transform directly which won't work with the character controller because the controller takes control of the transform. I suppose you could create a new ability that talks to the Move/Rotate Towards task and works with it, but it's not necessary since the NavMesh (or A*) specific tasks will work. This tree uses the Movement Pack:

 
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