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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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
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 ?
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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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.
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
You can check the NavMeshAgent component's remainingDistance property (float) in a Check Fields node.
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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
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 :)
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waypoint schematic
path set up
character
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Try using the schematic in an auto machine.
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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
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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 ?
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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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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.
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Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
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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
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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()
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Can you send me a small test project with your waypoint setup? Hard to tell what could be wrong like this :)
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check fields step
nav dest step
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