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So far I have been unsuccessful in getting Android M to work with Unity 4.6.7p4. Has anyone had any success with Android M? Here are the repro...
I am running into a bug that is resulting in an internal compile error, which occurs when I run unity in batch mode. This is important for our...
Can you be more specific about your problem?
SimplePath does not work in Flash.
Yes, you can generate the path and save it in a Vector3 of waypoints. Actually, this Vector3[] array is already generated for you. Take a look...
It looks like you have path smoothing turned off, which is the cause of the jagged looking path that you are seeing. On the...
Try lowering the acceleration rate on the steering agent component. Or are you referring to a jerk in the turning, as opposed to a jerk in the...
Make sure you place SimplePath in the Assets/Plugins/ folder. Try creating a new project, and doing this first, to be sure that it works.
I posted some steering code to do this several posts back. Let me know if you have trouble finding this post.
Yes. You can plan a path from the user to the destination, just don't use the SteeringComponent to physically move the user. When the path is...
You could do this. I think steering and collision response code is often an experimemental combination of hacks that are specific to your game....
Are all the files being imported? What platform do you have set in your build settings? (ex: ios, pc, android). Can you try importing into a brand...
You will need to add that code yourself. You can start by looking at the Rasterize() function to see how the colliders are projected onto the grid...
Follow the directions in my post here:...
Take a look at this link: http://www.alexkring.com/SimplePath/Doxygen/html/class_simple_a_i_1_1_grid.html You probably want to use either...
The footprint calculation is axis-aligned. If you don't want this to be the case, you will have to write maybe a dozen or so lines of code to...
You can use both scale values. The scale in the footprint component determines the amount of footprint padding around the obstacle.
It should work out of the box, but any game will likely require some coding for special cases. I think you could quickly get the agents moving...
A few posts back I posted a link to a new SteeringAgentComponent.cs file that handles this for you. If you look through the forums you should be...
You can modify the heuristic to change the search (look at GetHCost and GetGCost). Another option is to change your destination selection to be...