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Answered

My Object hits my "clock" and goes arround it

Fabio Pedro 3 years ago updated 3 years ago 9

Hello,

I added an area clock, kinda trying to replicate the "time bubbles" from the demo scene. But the thing is, my enemies hit the bubble and just go arround it.

Am i missing anything here?

Chronos Version:
Unity Version:
5.5.0

Answer

+1
Answer

Removing navmesh worked. And it was as a trigger. :)


Thank you Sir.

GOOD, I'M SATISFIED

prefect.

Satisfaction mark by Fabio Pedro 3 years ago
+1
Pending Review

Is your collider set to be a trigger? If not, the enemies will collide with it as a physical object.

+1


Yes it is set to be a trigger, i copied the properties from the demo scene. Just changed the time scale.

I don't understand what you mean by "go around it" then. They avoid the bubble?

Could it be that the nav mesh agent on that area clock in the screenshot acts as an obstacle that other nav mesh agents try to avoid? Try playing with the obstacle avoidance settings.

See: https://docs.unity3d.com/530/Documentation/ScriptReference/NavMeshAgent-avoidancePriority.html

+1

they hit it like it was a wall, they don't avoid it

Thanks for the follow-up. I'm sorry, but I really can't tell what's going on then from that screenshot, and I haven't had any similar issue reported in the past. Could you please send me a small example project where the issue occurs? (Do not include the Chronos asset in the zip)

I will try some more options. I transformed your "time bubble" into a prefab and i am using it.

I recorded a quick video just to give you an ideia of what is going on:

+1

If you are absolutely certain that the time bubble is a trigger, then the only possible reason why it would push your green enemies around is because of nav mesh obstacle avoidance, which has nothing to do with Chronos.

Try either removing the nav mesh agent on the time bubble, or setting its avoidance priority to a lower value.

However, I must say, this video looks like the time bubble object is setup as a normal collider (not trigger), which would explain its physical interaction.

+1
Answer

Removing navmesh worked. And it was as a trigger. :)


Thank you Sir.