each time an enemy dies, ragdoll kicks in.
looks nice for a moment - than starts jumping on screen forever,
at some point they "step off" the baked mesh (because it's 2.d I would like to keep it tight.
(it's not mendatory. but it really isnt the issue)
the issue is that the dead enemys keeps on gittering on screen forever, and it looks rediculus.
if I could stop them from moving after a second, they would never go Off the mesh.
so why does this happen ?
is there a simple built in way to stop ragdoll at some point?
and than i get this null exception:
"GetRemainingDistance" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.AI.NavMeshAgent:get_remainingDistance()
BehaviorDesigner.Runtime.Tasks.Movement.NavMeshMovement:HasArrived() (at Assets/Behavior Designer Movement/Scripts/Tasks/NavMeshMovement.cs:104)
BehaviorDesigner.Runtime.Tasks.Movement.Patrol:OnUpdate() (at Assets/Behavior Designer Movement/Scripts/Tasks/Patrol.cs:45)
BehaviorDesigner.Runtime.BehaviorManager:RunTask(BehaviorTree, Int32, Int32, TaskStatus)
BehaviorDesigner.Runtime.BehaviorManager:Tick(BehaviorTree)
BehaviorDesigner.Runtime.BehaviorManager:Tick()
BehaviorDesigner.Runtime.BehaviorManager:Update()
looks nice for a moment - than starts jumping on screen forever,
at some point they "step off" the baked mesh (because it's 2.d I would like to keep it tight.
(it's not mendatory. but it really isnt the issue)
the issue is that the dead enemys keeps on gittering on screen forever, and it looks rediculus.
if I could stop them from moving after a second, they would never go Off the mesh.
so why does this happen ?
is there a simple built in way to stop ragdoll at some point?
and than i get this null exception:
"GetRemainingDistance" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.AI.NavMeshAgent:get_remainingDistance()
BehaviorDesigner.Runtime.Tasks.Movement.NavMeshMovement:HasArrived() (at Assets/Behavior Designer Movement/Scripts/Tasks/NavMeshMovement.cs:104)
BehaviorDesigner.Runtime.Tasks.Movement.Patrol:OnUpdate() (at Assets/Behavior Designer Movement/Scripts/Tasks/Patrol.cs:45)
BehaviorDesigner.Runtime.BehaviorManager:RunTask(BehaviorTree, Int32, Int32, TaskStatus)
BehaviorDesigner.Runtime.BehaviorManager:Tick(BehaviorTree)
BehaviorDesigner.Runtime.BehaviorManager:Tick()
BehaviorDesigner.Runtime.BehaviorManager:Update()