Some information is already available via the Combatant Component on a combatant's game object, e.g. status values, effects, attributes, equipment, etc. The move AI also has some debug info when having the combatant's game object selected, e.g. marking the target position with a wire cube.
But yeah, that seems like a nice idea ... I'll wait for your code and ... maybe get inspired for future features :D
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Hi GiL, is there any reason why the Sight range is limited by the global detection range? it took some minutes for me to realize the handles were okay, but the sight range can not be larger then the enemy detection range.
The base detection range of the move AI defines the upper limit for all detections, it's mainly for performance reasons. The base range will first get all combatants within range and perform the different detection checks on them, instead of having to do the detection on all combatants in the scene.
For small scenes or low amount of combatants that probably wouldn't matter much, but if you're doing scenes with lots of combatants that can be quite heavy.
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The move AI also has some debug info when having the combatant's game object selected, e.g. marking the target position with a wire cube.
But yeah, that seems like a nice idea ... I'll wait for your code and ... maybe get inspired for future features :D
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
ORKDebugInspector.unitypackage
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
For small scenes or low amount of combatants that probably wouldn't matter much, but if you're doing scenes with lots of combatants that can be quite heavy.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!