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25th May 2012, 04:28 PM
#11
Heee, well I had this curve navigation idea at the beginning of A.I scripting but someone said something that it is hard and other stuff so I've chosen different path... easier one and more demanding as each collider is hell of a b**** if it comes to CPU usage... I know one thing, imported curves are not visible in Unity so I assume that they're just not supported
(no words about it on google either)
I have one thing on mind though, I can return to my old AI navigation I was using earlier (node distance check navigation (no colliders)) but setting this up will be much more "painful" as not only I have to name each one incrementally (1, 2, 3... gosh) but I have to add much more of them and rotate each one in direction the track is facing as I'm using them for ship respawning xd... or I'll just look for another method for respawning (still there is naming...)
Oh, and there is another way too (just thought of it
): Create a script which will follow track on race start and place a node every n-meters while naming each one incrementally, but if track will have a jump or something which will make this script to lose track of the... track, it might fail (my new track has some big holes in track)... well, maybe i can add some modifiers which will keep it on good way
Last edited by zero3growlithe; 25th May 2012 at 04:34 PM.
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