Hello, I am Trying to make a RealTime RPG Game With Several Characters. I made a Selection function which store the Combatant in the selected data which works very well.

But When I am trying to make them move to a specific Position, I have problem about how to do it. Should I use Set Move AI Target? It doesn't work when I use the AI Navigation (Unity official Navigation system which replaced the old one), I mean I can See the Target Change at the Inspector of Combatant Component, but the moving doesn't apply.

I also try A* Navigation, there always be a pause when the target change its position.The Moving mode always showing idle, i expect it to be a waypoint mode.Is there anyway to fix it? Or I have to change another way to apply moving?
  • edited April 14
    Sorry for the confusing question earlier — let me restate it more clearly. After running some additional tests, I found that for a Combatant to move properly toward its destination, I have to set the Move AI Target every frame. I'm currently using A* Pathfinding as my movement component, and in this case, A* recalculates the path every frame. This causes significant performance issues when the number of units increases.

    So my question is: am I using this the wrong way, or is it designed to work like this? Also, if a unit is using Enemy Detection to search for targets on its own, will it also update the A* path every frame? I'm using version 3.19.2 of ORK 3.
    Post edited by DingYue on
  • By the way, I’d like to ask — A* has recently introduced FollowerEntity as a new movement component. Will it be supported in future versions of ORK? I’ve just purchased version 3.20 of ORK 3 not long ago.
  • How are you setting the move AI's target?
    E.g. the Set Move AI Target node in schematics should just set the target and have the combatant move there - doesn't need to be called each frame.

    Position updates for detected enemies happen according to your setup, i.e. the Target Position Check settings of the move AI. E.g. you can set it up to update every second when farther away and each frame when being very close.

    Not sure if and when FollowerEntity will be supported (or the new AI Navigation of Unity I just heard of :D), since I'm a bit occupied with a newborn baby :)
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  • Congratulation!!!And Thank you for your patient response!!!Enjoy your time.
  • Thanks, let me know if you need any more help with this :)
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