Project Settings:
- Unity 2019.4.29f1
- A* Pathfinding project
- Behavior Designer
- Movement Pack with A* Pathfinding Project assets downloaded from site.
I have 2 agents in a 3D space. Agent A is setup up to Patrol and when Agent B enters the sight cone of the Can See Object task it switches to the Seek task.
This is all working as it should be.
However, the Arrive Distance variable on the Seek task seems to have no effect. Agent A moves to the same position as Agent B (Target Position) and the Seek task ends with success. I don't want this. I want Agent A to stop 1 Unit away from Agent B.
The Seek task included with the Tutorial download seems to use this value, but this task only works with Unity's NavMesh and I need A* to create the proper agent movement for this project.
I've also looked around the forums and found one issue similar to what I'm experiencing, and the settings of that user had the AI Path component from A*PP.
In my project, I'm using the AI Lerp component as I need that linear movement for my agents.
However, when I tried using the AI Path component as a test, there were two problems;
1) changing the "End Reached Distance" on the AI Path component meant that the Seek task never returned true
2) Arrive Distance still had no effect; I had thought it may "override" the End Reached Distance, but did not. Setting them to the same value also has no effect.
Thank you.
- Unity 2019.4.29f1
- A* Pathfinding project
- Behavior Designer
- Movement Pack with A* Pathfinding Project assets downloaded from site.
I have 2 agents in a 3D space. Agent A is setup up to Patrol and when Agent B enters the sight cone of the Can See Object task it switches to the Seek task.
This is all working as it should be.
However, the Arrive Distance variable on the Seek task seems to have no effect. Agent A moves to the same position as Agent B (Target Position) and the Seek task ends with success. I don't want this. I want Agent A to stop 1 Unit away from Agent B.
The Seek task included with the Tutorial download seems to use this value, but this task only works with Unity's NavMesh and I need A* to create the proper agent movement for this project.
I've also looked around the forums and found one issue similar to what I'm experiencing, and the settings of that user had the AI Path component from A*PP.
In my project, I'm using the AI Lerp component as I need that linear movement for my agents.
However, when I tried using the AI Path component as a test, there were two problems;
1) changing the "End Reached Distance" on the AI Path component meant that the Seek task never returned true
2) Arrive Distance still had no effect; I had thought it may "override" the End Reached Distance, but did not. Setting them to the same value also has no effect.
Thank you.