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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)
Gomez (100)
The text was updated successfully, but these errors were encountered:
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)
Gomez (100)
The text was updated successfully, but these errors were encountered: