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[SOLVED]How can I stop Navmesh agent sliding in Unity5?

Discussion in 'Navigation' started by TakaakiIchijo, Jun 10, 2015.

  1. TakaakiIchijo

    TakaakiIchijo

    Joined:
    Mar 16, 2013
    Posts:
    9
    Hi, Im trying to make Pause function on my enemies (without changing timescale).

    Those characters are attached NavMeshAgent component, and using SetDestination() to following player.

    When the game is paused, I called function "NavMeshAgent.Stop(true)" in Unity 4.3 .

    The (true) option named "stopUpdates" means stop immediately NavMeshAgent without sliding.
    http://docs.unity3d.com/412/Documentation/ScriptReference/NavMeshAgent.Stop.html

    But this option is deleted later than Unity 5, I guess.


    Somebody said change setting acceleration value to higher, but it's dosen't work.

    http://answers.unity3d.com/questions/236828/how-can-i-stop-navmesh-agent-sliding.html

    And I tried using "NavMeshAgent.updatePosition = false".
    Then enemy character stopped, but the NavMeshAgent component was keeping moving separate from parent Object(enemy character model).

    http://forum.unity3d.com/threads/an...stopping-could-you-please-have-a-look.180623/

    So when I set "NavMeshAgent.updatePosition = true", the enemy character warp to unintentional position.

    Please tell me how to solve this issue.
    SFMPE.
     
    NamMap, Harinezumi and williammotta like this.
  2. TakaakiIchijo

    TakaakiIchijo

    Joined:
    Mar 16, 2013
    Posts:
    9
    Through many trial and error, I found solution finally.

    Set velocity Vector3.zero before call Stop();.

    navMeshAgent.velocity = Vector3.zero;
    navMeshAgent.Stop();

    http://docs.unity3d.com/ScriptReference/NavMeshAgent-velocity.html

    If it will be used as reference for someone.


     
  3. fumangy

    fumangy

    Joined:
    Mar 28, 2013
    Posts:
    17
    Thanks !!!
     
  4. rickygow

    rickygow

    Joined:
    Jan 9, 2015
    Posts:
    1
    YOU MY FRIEND, ARE THE REAL MVP
    need hours to find this.
     
    hypermatt likes this.
  5. mbue

    mbue

    Joined:
    Jan 19, 2017
    Posts:
    5
    Thank you - I also searched for that like half a day :)
     
  6. gshong33

    gshong33

    Joined:
    Jan 8, 2018
    Posts:
    1
    Thank you very much
     
  7. hypermatt

    hypermatt

    Joined:
    Jan 27, 2019
    Posts:
    2
  8. Harinezumi

    Harinezumi

    Joined:
    Jan 7, 2013
    Posts:
    54
    Thank you! I've been searching for this solution for ages! One minor addition,
    NavMeshAgent.Stop()
    is now deprecated, and
    NavMeshAgent.isStopped = true
    should be used instead (the naming is horrible, it should only be a
    getter
    ).

    Additionally, if you want to restore the movement of the agent after pausing, store the velocity in a variable before setting it to
    Vector3.zero
    , and check for
    agent.isStopped == true
    before restoring it.

    Example:
    Code (CSharp):
    1.  
    2.     IEnumerator MovementCoroutine() {
    3.         agent.isStopped = false;
    4.         Vector3 unpausedSpeed = Vector3.zero;
    5.         while (!WithinRange(target, Range)) {
    6.             if (GameTime.Paused)
    7.             {
    8.                 // emulate effect of Time.timeScale = 0
    9.                 agent.velocity = Vector3.zero;
    10.                 agent.isStopped = true;
    11.             }
    12.             else
    13.             {
    14.                 // restore velocity from before pause
    15.                 if (agent.isStopped)
    16.                 {
    17.                     agent.isStopped = false;
    18.                     agent.velocity = unpausedSpeed;
    19.                 }
    20.                 agent.SetDestination(target.position);
    21.                 agent.speed = originalSpeed / GetNavMeshCost();
    22.                 unpausedSpeed = agent.velocity;
    23.             }
    24.             yield return null;
    25.         }
    26.  
    27.         agent.isStopped = true;
    28.         movementCoroutine = null;
    29.     }
     
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