Unity navigation radii
I thought I’d cracked the NPC nav thing, but no. In Flourishing, critters collect collectible GOs that are sitting on
I thought I’d cracked the NPC nav thing, but no. In Flourishing, critters collect collectible GOs that are sitting on
Another note to self about moving focus around. As usual, I don’t know whether I know what I am doing
When the dragon was flying, its head would clip through ceilings: There’s a head object: It has a collider. My
Another in the remind-myself series. I might be wrong. Say you have a game object with a detail stamp component
Another note to self. This should have been obvious to me, but it wasn’t. Here’s a critter with a box
Reminder to self. Here’s some code from state-based navigation logic. It’s in Update(), using a case statement on the state
Another remind-me post. Easy to do, took me hours to work out how. This works in a test scene. I’m
Yet another reminder to self. Usual disclaimer: I’m not an expert. This procedure works for me using low-polyish URP games.
I want to add custom input to the animal controller, to allow menu control, and to take over interaction with
Say you have 500 GOs with Update and LateUpdate methods. All the Updates for all GOs run before any LateUpdate