Closed reeseschultz closed 4 years ago
I'm trying to reproduce the aforementioned bug strictly with tests in a different repo, but no luck so far. Will keep trying. Ideally I don't need to send Unity this entire repo with all its bells and whistles if I can help it.
I'll give this another go shortly. I'm wondering if I try to implement this with the latest entities and physics (see #17) versions if some blockers have been removed by now.
Finally. I have this working by adding some more matrix math, at least in the NavPointAndClickDemo
, but there are bugs.
I'm committing interim progress to a feature branch for this (and #17), feat/surface-parenting.
I'm also thinking I'll bump this and the other packages to v1.0.0
after this is merged (the other packages have been reliably used in the navigation demos).
Agents should be directly parented to surfaces so that 1) their rotation is correct, 2) inter-basis navigation is possible, and 3) navigable surfaces and bases can move independently.
This change would be a relatively large undertaking, but fortunately it shouldn't break any user-facing expectations.
I've played with this idea before, locally, but encountered issues. One problem was that, when changing parents, the built-in
ParentSystem
kept reporting an error that a HashMap was full, which I suspect may actually be a bug where its count query is wrong.