Sorry! Way late in seeing this. I believe the issue had to do with trying to clone a move ai range containing a combatant spawner area and battle rather than build it from scratch. I may have changed a bunch of things in messing around and realized …
I fixed the problem by removing all unique battle spots placed in battle objects and got rid of the node in my BattleEndVictory schematic for destroying combatants.
One thing that's an issue: when the battle ends with the BattleEndVictory schematic, with the player group spawned in the field, if the battle ends on a different character's turn it fails to turn off the MoveAI (using A*) and so while you gain cont…
This was my own fault. I just went in and saw that somewhere along the line I made the mistake of adding a battle formation. Once those were removed the battle spots started working again. Thanks!
This would just be icing on the cake, but is there anywhere to set Auto Move Speed Parameters for the Z Axis? Under Animations Settings it only has Horizontal and Vertical (for x and y).
I brought everything back to the way I had it where everything was working aside from Move AI facing the right direction and set the X Move Direction to my new Rotation float, changing my transition conditions for left and right movement states in t…
I tried a character as a child with all the Spine data and the face camera component, but unfortunately I think Spine needs the animator to be on the same object as the sprite data, so no values are being sent to the child (sprite) object's animator…
I just realized the problem comes from my having the auto parameters under Animations, "Set X Move Direction" and "Set Z Move Direction" use the same "Horizontal" and "Vertical" animator floats as the "Set Horizontal Speed" and "Set Vertical Speed".…
Yes, those float values that I'm having trouble with in the Animator controllers are for the parameters "Horizontal" and "Vertical". I have Base/Control >Game Controls>Player Controls set to "None" because I added my wrapper script that enable…
I'm not sure what values are being forwarded to the Animator. My animator has a lot of conditions that are in the .01-1 range, and two blend trees for right and left idle and walk animations that have ranges set up to be things like 1, 0 and 1, 1 fo…
I ran into a new issue while trying out the A* MoveAI. It works, but when the characters reach their destination and stop moving, they still have Horizontal and Vertical float values being sent to the animator from the AI which breaks the animations…
Thanks for your quick response. I didn't get an email for whatever reason.
I'll have to go through the tutorials again. I tried once before and Playmaker was still giving me issues. I made a short script with OnEnable() and OnDisable() triggering t…