edited June 2015 in Makinom Support
im a little confused as to how this works i get it to set to the first way point but dosent seem to move beyond that point
Post edited by wtyson on
new website can be found here http://www.fore-loregames.com

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  • heres some pics of what i got going so you can see what im doing an maybe point me in the right direction
    waypoint schematic
    image

    path set up
    image

    character

    image

    image
    new website can be found here http://www.fore-loregames.com

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  • The Follow Path node isn't intended for repeated calling in a tick machine. You'll just use it once to let a game object know it should follow a path.
    Try using the schematic in an auto machine.
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  • using a auto machine once doesnt even get it to move to the first way point. even tried repeating execution but get same results as a tick that way
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

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  • edited June 2015
    main reason i was doing a tick was cause i wanted to check the distance to the player as well to stop the waypoint system so the player can interact with the npc..


    edit: now that i think about it that can be done in a separate tick machine an just use a condition to start an stop the auto machine
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • edited June 2015
    also is there a way to set up a spawning at different vectors to make a placebo random wandering. but not make set destinations ? just random z an x values ? how i did it in play maker was spawn a game object a certain distance from the character in random directions an once reaching the destination destory the object then spawn a new one an add it as the new destination.



    on this question i kinda figured out how to do this basically just use a tick machine with a random node an spawn prefab that gets set as your destination then an on the spawn prefab set your offset a little ways out an if im right it should go to the destination before spawning another random one ?
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Make sure the game object you're using (through find object) is the correct object, and try using the Transform move component in the Follow Path node, maybe there's something wrong with the rigidbody on your moving object (which would be used when using Auto move component).

    You can create random vectors without a problem. E.g. using the Set Axis vector3 type and a Random float type for the axis. You don't need to create a game object at the destination, you can just store the target position as a Vector3 variable (e.g. object variable) and use that.
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    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • first part : ok will test that an see what i get even tried taking off the rigid body to see if i could get different results.

    2nd part: lol im sitting here making this massive system that uses a prefab. not spawning a prefab as the destination will be 10 times better on resources thanks for the info on that.
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

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  • on 2nd part it works great but is there a way to wait till the nav mesh destination is reached before doing the next node im trying to add in a idle wait after destination is reached but seem when i do that it will result in the a quick wait goes to idle an then skips the 2nd wait i stuck in an does a new destination
    new website can be found here http://www.fore-loregames.com

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  • You can check the NavMeshAgent component's remainingDistance property (float) in a Check Fields node.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • ahh ok cool

    also still getting no luck with the waypoints it dosent move to the first node when using a auto machine i tried all the settings for movement an nothing is working
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • edited June 2015
    ok so tried that get this warning

    Field not found (UnityEngine.NavMeshAgent): remainingDistance
    UnityEngine.Debug:LogWarning(Object)
    Makinom.Reflection.SchematicFieldCheck:Check(Object, Type, Schematic, Boolean)
    Makinom.Reflection.SchematicCheckFields:Check(GameObject, Schematic, Boolean)
    Makinom.Schematics.Nodes.CheckFieldsNode:Execute(Schematic)
    Makinom.Schematics.Schematic:ExecuteNextNode()
    Makinom.Schematics.Schematic:NodeFinished(Int32)
    Makinom.Schematics.Nodes.NavMeshDestinationNode:Continue(Schematic)
    Makinom.Schematics.Nodes.NavMeshDestinationNode:Execute(Schematic)
    Makinom.Schematics.Schematic:ExecuteNextNode()
    Makinom.Schematics.Schematic:NodeFinished(Int32)
    Makinom.Schematics.Nodes.PlayLegacyAnimationNode:Continue(Schematic)
    Makinom.Schematics.Nodes.PlayLegacyAnimationNode:Execute(Schematic)
    Makinom.Schematics.Schematic:ExecuteNextNode()
    Makinom.Schematics.Schematic:Start()
    Makinom.Schematics.CoreSchematic:PlaySchematic(IExecutionStarter, GameObject, GameObject, Boolean, MachineUpdateType)
    Makinom.Behaviours.BaseMachineComponent:StartMachine(Schematic, GameObject)
    Makinom.Behaviours.BaseMachineComponent:StartMachine(GameObject, VariableHandler)
    Makinom.Behaviours.TickMachineComponent:FixedUpdate()
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • All the fields of Unity components are properties, i.e. you'll need to enable Is Property in the Check Fields node.

    Can you send me a small test project with your waypoint setup? Hard to tell what could be wrong like this :)
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • makign test project now
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • sent message with link also still having a issue with the wait being ignored on the random wandering ill post pics of my set up in a sec
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • edited June 2015

    check fields step
    image

    nav dest step

    image
    Post edited by wtyson on
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
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