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Change NPC FP/WP/ZS_* collision behaviour from Colliders to Vector3.Distance checks #350

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JaXt0r opened this issue Apr 24, 2024 · 0 comments · May be fixed by #364
Open

Change NPC FP/WP/ZS_* collision behaviour from Colliders to Vector3.Distance checks #350

JaXt0r opened this issue Apr 24, 2024 · 0 comments · May be fixed by #364

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@JaXt0r
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JaXt0r commented Apr 24, 2024

Original G1 isn't leveraging Colliders, but checking the distance to an actual FreePoint/WayPoint/ZS_*. Sometimes NPCs spawn right next to it, which means a call like GotoFP() won't trigger a collision as the NPC is already "inside" the destination.

I currently set it up to check the distance at startup, but this feels wrong. Especially, as Collisions can be detected too early (e.g. if a hand is moving forward and triggers the collision (if using mesh collider only; Hint: not yet used) or the box collider is plainly triggering earlier than the original G1). This can lead to wrong locations where NPCs stand a few cm away from intended place.

Examples of spawned NPCs:

Guard (214)
image

Gomez (100)
image

@JaXt0r JaXt0r linked a pull request May 31, 2024 that will close this issue
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