I am setting up a flying weapon for a turn-based battle.
I am trying to make an arrow fly using the Change Position node, but the arrow appears near the user of the arrow and does not fly towards the enemy.
I have replaced the Moving Object in the schematic (which works) that walks towards the enemy during the turn-based battle with the arrow prefab, and I have added a Spawn Prefab node before the Change Position node.
Could there be an issue with this method?


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  • The 2D grid battle RPG series has a tutorial for shooting an arrow, you can check it out here (it can be adjusted for 3D).
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  • Using that tutorial as a reference, I created the schematics.
    Initially, the arrow would hit the enemy and not disappear, flying around together with the enemy.
    However, after configuring the prefab to be destroyed at the end, the issue was resolved.
    THX.

    However, another problem remains.
    When the arrow hits an ally, it pushes the ally forward as it moves.
    I disabled all collisions and rigidbodies and even used the Ignore Collision node, but the result didn't change.
    This doesn't seem to be an issue with ORK itself, but is there a solution that can be implemented on the ORK side?
  • If the arrow doesn't have any colliders, it can't move anything - do you need a collider on it?
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  • Of course, the arrow does not have a collider or a rigidbody attached.
  • Huh ... than it should be impossible for it to move the target, since it can't physically interact with it. Do you have something in the schematic that's moving the enemy/target?
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  • Thank you for thinking through everything for me.

    I have resolved this issue now.
    The arrow did not have a Collider, but it did have a NavMesh Agent component attached. Because of this, it was colliding with characters that also had the NavMesh Agent component.

    When the arrow wasn't flying properly, I had attached a NavMesh Agent component for testing purposes, but I forgot to remove it, and that turned out to be the cause.

    Thanks a lot.
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