It's me again ( I promise that I'll one day become a G and ask less questions/be able to answer more later)
The Situation:
I had a question about the Movement A.I.'s in Ork.
My game being in 2D uses the X and Y axis to communicate Horizontal and Vertical Movement respectively.
I've been reading through the documentation and haven't found anything that suggest that A.I. movement can be limited to the X and Y axis.
I've set a couple of basic move A.I.'s on my player group buddies and some monsters, and added a script that locks the Z axis of those characters. But in doing so, I have found that it the Y axis movement of the attacked events is also locked.
The Questions:
1. Is there some sort of functionality or best recommended practice pre-built into Ork that allows for this?
2. Or will I need to go down the *gulp* custom A.I. movement route?
I ask because, I wasn't sure if I try to do something that restricts movement on the Z axis, if that my directly impacts something in how the Move A.I. system fundamentally works.
The move AI itself doesn't really care if it's 2D or 3D. If you're operating on the XY plane, you'll probably need to use a custom movement component, as the simple Default movement and NavMesh operate on the XZ plane (3D).
So, you'd need to write (or get) a component handling your movement and use the Custom component type in your move AIs. For the AI to communicate with your script, you'll need 3 functions, 1 for setting the speed (1 float parameter), one for setting a destination (1 Vector3 parameter) and one for stopping (no parameters).
Also, the Enemy Detection angle checks have a setting to define the Horizontal Plane, which in your case should be set to XY.
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!
So, you'd need to write (or get) a component handling your movement and use the Custom component type in your move AIs. For the AI to communicate with your script, you'll need 3 functions, 1 for setting the speed (1 float parameter), one for setting a destination (1 Vector3 parameter) and one for stopping (no parameters).
Also, the Enemy Detection angle checks have a setting to define the Horizontal Plane, which in your case should be set to XY.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thank you very much!
I might look at some additional measures to handle Move A.I. in that case!
Thanks!