• Fixed a major bug that could cause a character to get stuck in a wall • Fixed saves not working when the time zone is different from the user's • Fixed a bug on saves that would erase the last autosave instead of the last save • Fixed saving when a character climbs •...
The great thing about holding a funnel corridor is that the agent can wander off slightly without causing much trouble, previously this could have caused the AI to crash into a wall if it didn’t follow the path precisely. The RichPath also keeps the agent strictly on the navmesh, this ...
Android: Bring back the ability to initialize UnityPlayer with Context class, this allows Unity to initialize itself from WallpaperService. (1413649) Android: Fixed bug when building with IL2CPP and scaler types getting stripped out. Android: Fixed bug with manual lifetime tests failing occasionally...
What we really want is to have a Collider around each wall of the maze. There are two ways to do this. We could either create an algorithm that reads the maze image and generates Colliders based on it, or we could just keep it simple and add all the Colliders manually. Let's click...
(NPC's) AI completely depends on the information it can get from the environment. Nothing breaks the level of immersion in a game like an NPC getting stuck behind a wall. Based on the information the NPC can collect, the AI system can decide which logic to execute in response to that...
the edges should become walls instead of passages. So we really have two types of cell edges. Let's add aMazePassageand aMazeWallcomponent that both extendMazeCellEdgeand place them in their own files. Because we only want to use these types and never create an instance of the genericMaze...
[Cité]Arno gets stuck on the chair while trying to climb the building [Les Invalides] Arno remains stuck in the wall while using controlled descend after performing the Invalides RHP Fixed haystack issues where the player can stay stuck in it. Specific fixed instances of this are listed below...
This is useful for loading map content as a player avatar moves based on physical location. Check the LocationProvider example for more information. Map Editor (Mapbox --> Map Editor) Allows navigation of any Map Factory Frameworks referenced in the current scene Selecting a node will select ...
I created a service which monitors to see if the primary .x86_64 PID has become stuck in 'Sleeping' status as seen in htop. This is an easy work around to the sporadic failed starts. My main issue is how to diagnose or provide useful info on when the main process gets stuck in 'sl...
All terrain/ground/objects you want the player to be unable to put their head into should have a non-trigger collider on them. By default, ArmSwinger will create a sphere collider component on the headset that is a non-trigger and is of radius preventWallClipHeadsetColliderRadius. It will ...