Depends on what you're using for movement and your setup. Quick guess: using NavMesh, but it's not set up/baked for the scene?
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ok seems to only work in the current project if i have my real time battle area set to be limited an with the size of 10 , 10 , 10 only happens in this project so no idea what is going on
using simple move an force moving them gives me this error code get same thing with nav mesh agent now to
Animator.GotoState: State could not be found UnityEngine.Animator:Play(String, Int32) ORKFramework.Animations.MecanimAnimation:Play(Animator) ORKFramework.Animations.AnimationSetting:MecanimPlay(AnimInfo&, Animator, Int32) ORKFramework.CombatantAnimations:Play(Int32) ORKFramework.CombatantAnimations:Tick() ORKFramework.Combatant:Tick(Single, Single) ORKFramework.CombatantHandler:Tick() ORKFramework.ORKCore:FireTick() ORKFramework.ORKHandler:Update()
ok for this i have cleared an rebaked my nav mesh multiple times i have tried both simple move an nav mesh the only error i get is the one above if i force move the combatant in scene view when the battle area is set to limited 10 by 10 by 10 itll work animations an all other then that it wont work at all ... it dosent see the player as a target even if there with in a battle area i got no idea what the problem is if i bring my project file into a new project it works fine but for some reason in this project it dosent want to work not sure if its cause the project it self is a port from version 4 or what
real time battle settings also has move ai enabled.. the move ai is based off your tut sept i have random wandering turned off an a waypoint set up for them to go to.
Check the range settings for move AI in the battle settings. Might be they're just too far away form the player.
The mecanim error states that you're trying to play a state that's not in the animator controller.
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no tested that the state im playing is in the animator an will play when i move it manually the player can stand right in front of the enemy an get no reaction and it wont go to the designated spawn point.... but if i bring the project file into a new clean project it works fine moves and will chase player an go to way points so im at a complete loss on this one for now im wondering if i use makinom to move an detect player an such if using the new battle events from a game event will work an apply damage an such as normal i am spawning with ork an so is player the whole scene is made a real time battle area
seems to be a navmesh issue so updating to latest version of unity to see if it fixes the issue :/ cause even makinom isnt working right now i get the same results they just get stuck in the position tried many different models even unity ones an still same thing ...
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it wont even spawn at a designated spawn point
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get same thing with nav mesh agent now to
Animator.GotoState: State could not be found
UnityEngine.Animator:Play(String, Int32)
ORKFramework.Animations.MecanimAnimation:Play(Animator)
ORKFramework.Animations.AnimationSetting:MecanimPlay(AnimInfo&, Animator, Int32)
ORKFramework.CombatantAnimations:Play(Int32)
ORKFramework.CombatantAnimations:Tick()
ORKFramework.Combatant:Tick(Single, Single)
ORKFramework.CombatantHandler:Tick()
ORKFramework.ORKCore:FireTick()
ORKFramework.ORKHandler:Update()
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real time battle settings also has move ai enabled.. the move ai is based off your tut sept i have random wandering turned off an a waypoint set up for them to go to.
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The mecanim error states that you're trying to play a state that's not in the animator controller.
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