navmesh

Coroutines and while loop

本秂侑毒 提交于 2019-12-20 07:06:41
问题 I have been working on a object movement along a path Which i have been geting from Navmesh Unity3d I am using coroutine in which i controled it with while loop as i can show public void DrawPath(NavMeshPath pathParameter, GameObject go) { Debug.Log("path Parameter" + pathParameter.corners.Length); if (agent == null || agent.path == null) { Debug.Log("Returning"); return; } line.material = matToApplyOnLineRenderer; line.SetWidth(1f, 1f); line.SetVertexCount(pathParameter.corners.Length);

Unity3d NavMeshAgent.isOnNavMesh becomes false in specific function

爷,独闯天下 提交于 2019-12-10 10:33:27
问题 I've changed the Title to reflect the addition of clarifying info. I'm following a [Unity Tutorial][1] and when it came time to test the player click controls Unity gave me an error: "SetDestination" can only be called on an active agent that has been placed on a NavMesh. As far as I can tell my agent is active and on the navMesh so this is more than a little confusing. I've tried rebaking the navMesh and repositioning the agent neither of which has worked. All of the questions I've found

Unity3d NavMeshAgent.isOnNavMesh becomes false in specific function

浪子不回头ぞ 提交于 2019-12-06 06:06:55
I've changed the Title to reflect the addition of clarifying info. I'm following a [Unity Tutorial][1] and when it came time to test the player click controls Unity gave me an error: "SetDestination" can only be called on an active agent that has been placed on a NavMesh. As far as I can tell my agent is active and on the navMesh so this is more than a little confusing. I've tried rebaking the navMesh and repositioning the agent neither of which has worked. All of the questions I've found thus far have amounted to the asker not having a navMesh at all so... yeah... not very helpful. Any

NavmeshAgent player not parallel to slope of hill when moving over hill

旧街凉风 提交于 2019-11-29 09:01:44
NavmeshAgent player not parallel to slope of hill when moving over hill. On plane surface its going smoothly. See Video Below Image properties of navMesh and player https://ibb.co/fijmoV using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class SampleAgentScript : MonoBehaviour { public Transform target ; NavMeshAgent agent; // private static bool start1=false , start2=false, start3; // Use this for initialization void Start() { agent = GetComponent<NavMeshAgent>(); } void Update() { //if white button click moves to targer-1 agent

NavmeshAgent player not parallel to slope of hill when moving over hill

这一生的挚爱 提交于 2019-11-28 02:22:48
问题 NavmeshAgent player not parallel to slope of hill when moving over hill. On plane surface its going smoothly. See Video Below Image properties of navMesh and player https://ibb.co/fijmoV using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class SampleAgentScript : MonoBehaviour { public Transform target ; NavMeshAgent agent; // private static bool start1=false , start2=false, start3; // Use this for initialization void Start() { agent =

How to make gameplay ignore clicks on UI Button in Unity3D?

匆匆过客 提交于 2019-11-26 16:32:12
问题 I have a UI Button (using UnityEngine.UI ). However, clicking on the Button seems to be clicking through onto the scene (in my case clicking a nav mesh). How to solve this problem? I've been using typical Unity3D code to get user in put in gameplay such as if (Input.GetMouseButtonDown(0)) { same if I try the approach if( Input.touches.Length > 0 ) { if ( Input.touches[0].phase == TouchPhase.Began ) { and it seems to be the case on iOS, Android, and desktop. It seems to be a basic problem that