Closed Kahl84 closed 11 years ago
Hello Kahl,
I haven't really had time to retrofit the SteerForSphericalObstacleRepulsion behavior to the other examples, which is why it's still only on the development branch. What's the behavior you're observing? It might just be that the vehicle has too high a velocity and too low a turn speed for the behavior's correction to be useful (it knows it should turn, but can't).
I'd start by uncommenting //#define ANNOTATE_AVOIDOBSTACLES so you can see the forces that the behavior is attempting to apply on the editor view.
Hi Thanks for the reply! I will try and let you know! :D By the way the capsule head toward the target and collide with the obstacle. . .
http://www.youtube.com/watch?v=0nkW8x3N4ko as you can see I've tried different thing but the doesn't works at all. Can I send you my project so you can tell me if there is a way to make it works or must find another way?
Sure, but I can't promise a response time - I am currently in the middle of the Hairy Tales launch and my attention is already being pulled in multiple directions. You can use ricardo at the address on my profile's URL.
I have the same issue. The obstacles are just not at all being detected for some reason.
And it is not applying any forces either, when doing #define ANNOTATE_AVOIDOBSTACLES
If you are not seeing any forces at all, you may have a detection problem.
Yes, that is what i am saying, but the radar is attached, and the appropriate layers have been assigned and selected. But still no detection. I started a UnityAnswers thread for help as well, as i can't see why there is no detection whatsoever. http://answers.unity3d.com/questions/344842/unitysteer-radar-issues.html
Answers would indeed be a better place for that MrPyro, since it's a different issue from what kahl was asking, and likely not a UnitySteer bug.
I am also having this same problem.
Can this same feature be used for vehicles? I see where you are excluding them, so I added them back in with no change in activity.
Actually.. I just figured it out.. the problem is that the detectable object base for a vehicle is never actually calculating the correct bounds. I added the "CreateDetectableObject" method from the class "DetectableObjectCreator" and called it on awake.. this seemed to have solved my problem (along with making sure vehicles made it into the obstacles list)
Perhaps this bears further documentation.
Was it the case that the game objects had a detectable object, but it just had the default radius of 1? Or that it didn't, and the solution was to add a DetectableObjectCreator?
Yeah, the radius was 1, and there was no way to adjust it in the inspector. I just used the part from the DetectableObjectCreator on awake and it computed the bounds for me.
Maybe it is a use dependent thing; in my use case, I didn't want meshes to intersect during run time.
Yeah, the radius was 1, and there was no way to adjust it in the inspector.
That is odd, the DetectableObject component has a custom editor (DetectableObjectEditor) for setting the radius. Can you confirm?
Hi, Having difficulty finding an example of a flying steering entity avoiding wall-like obstacles or the ground. Is there a simple way to do that?
Protodeep,
That's not an issue of steering, but of navigation. You can use SteerForNavmesh, although I did not write it myself.
OK, I'll dig in on that. Thank you, Ricardo.
Looking forward to sharing what I'm working on soon.
I've used your examples in test cases folder and noone works with spherical repulsion. I'm trying to set up a biped with steerforpoint and avoid obstacles. Any guess?