Greetings,
I'm working to have a combatant do a 4 way point patrol around a square. Nothing complex. 1, 2, 3, 4 and back to 1. The issue I'm having is it will travel around the square smoothly 'most of the time'. Then, seemly at random, it will pause, rotate left and right etc. then move on to the next way point. Is there something I should check to smooth this out? I just need a minimal pathing. Nothing complex :)
I've also tried it without a NavMesh agent, setting the Component Type to Default in the Move AI. The odd thing with this is that it will once again move around the way points fairly well, pausing randomly once in a while. But I have had it get to way point 1 and just spin in a circle. So I'm wondering if there are some settings in my Move AI that are off.
Move AI Settings:
Base Settings
Use Mode: Auto
Horizontal Plane: XZ
Move Range
Use Move Range: Disabled
Auto Stop Settings
Use Auto Stop: Disabled
Move Component Settings
Component Type: Default (tried both Default and NavMesh Agent. NavMesh Agent doesn't have the spinning problem :))
Add Component: Enabled
Speed Settings
Follow Speed: Run
Give Way Speed: Walk
Hunting Speed: Run
Flee Speed: Run
Waypoint Speed: Walk
Waypoint Settings
Stop Distance: 0.1
No Combatant Radius: Enabled
Reset Times(s): 1
Enable Random Patrol: Disabled
Idle Settings
Enable Idle: Enabled
Idle Behaviour 0
Move Event: moveAI_Idle_02
Chance: 25
(I don't recall adding this to previous Move AIs. Is this new?)
No Group Settings Enabled
No Enemy Detection
Target Position Check
Ignore Height Distance: Enabled
No Combatant Radius: Disabled
Target Lost Intervals(s): 1
Lost Position Check: Enabled
Check 0
Interval(s): 0
Minimum Distance: 0
Check 1
Interval(s): 0.2
Minimum Distance: 2
Check 1
Interval(s): 0.5
Minimum Distance: 5
Check 3
Interval(s): 1
Minimum Distance: 10
Most of these settings are based off the Move AI tutorial.
Thanks
Thanks so much for point that out!