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Walk to point - Wait until finish - Teleport - bug

edited November 2016 in Technical Q&A
Hey,

I used an older version of adventure creator to make this game: The Armoire 


My nav system was a lot of walk to this marker, fade out, swap nav mesh, then teleport to new playerstart, I'd swap cameras fade in.

So I'm trying to do the same thing here with a new game I'm working on. Here's an image of my scene: 
image

I've tried about every combination of those actions. Even disabled player movement, threwin a wait, threw in a pause, told it to also walk to the new player start.

No matter what the character falls back into the old nav mesh where it was told to walk somewhere. It's very frustrating...

I need this to have a 2d game where I can change scenes without literally have to duplicate every character, turning them off, then turning on character and swapping main character a bunch << the most hackiest solution. T_T

Some one help me. 
 

Comments

  • Sorry for your frustration, @bmart.

    What versions of AC and Unity are you using?  It's not clear from your description if this is because the player is not recognising the change in NavMesh, or if it's because their intended destination is still on the old one.  We will need to see the exact Actions and steps you're taking in order to properly help.

    Be aware, however, that in AC v1.54 you can now have multiple isolated NavMeshes active at once by attaching PolygonCollider2D components as child objects of your main NavMesh.

    When you refer to disabling player movement, are you talking about the Movement method in the Settings Manager, or the Movement system in the Engine: Manage systems Action?

    What would the need be for turning characters on and off be, exactly?  Are you talking about NPCs or the Player?  Again, the more detail and context you can provide, the more help can be given.
  • Sorry ! New to this. 

    I'm using Unity 5.4.3 and the latest package for Adventure Creator. 
    The older game I made in Dec, so that was probably like 5.1~ Unity

    Here's the settings I used like a year ago to get the character to move to a point then teleport: 
    image

    If I bring in a new version of the package then this will break and cause the character to fall back into the old navmesh.

    I was more or less just listing the hacking things I tried to try to get the character to stop doing this.

    This is same for NPC characters as well, but obviously my primary concern is the player character. 

    I'm saying... that if I had to I could just have like a duplicate of every character in every region and turn them on and off but that sounds awful...

    So are you saying that this is happening because all Navmeshes under _Navmesh are active?

    image
    ^^ are these all active in the new version? 
  • They shouldn't be.  So long as you have one of them assigned as the Default NavMesh in the Scene Manager, then the others should be ignored by AC.

    When you say the character "falls back" onto the old NavMesh, what do you mean exactly?  Do they teleport back, or try moving back?

    In a test-copy of the scene, try my previous suggestion of removing the other NavMeshes and simply using child Polygon Colliders on the default NavMesh.  You can do this by removing the NavigationMesh component from both NavMeshDoor and NavMeshPainting (so that only the PolygonCollider2Ds remain), making them immediate childs of NavMesh, and making NavMesh the default.
  • The default Navmesh runs as default so that works.

    I mean falls bask as in walks toward the last spot they were told to move to on the Navmesh prior to the switch.  



    So I tried that, at least I think I did. I made the polygoncolliders a child of the defaultmesh Making the Navmeshs a child and removing the script. 

    It did not work at all. Do you have a tutorial up for the new movement system?

    image 

    "MissingComponentException: There is no 'PolygonCollider2D' attached to the "_NavMeshSegments" game object, but a script is trying to access it.
    You probably need to add a PolygonCollider2D to the game object "_NavMeshSegments". Or your script needs to check if the component is attached before using it."
  • edited November 2016
    Is there any more to that error message once you select it in the Console?  I don't see why NavMeshSegments should be mentioned, unless your Navigation engine is set to Unity Navigation.

    PM me your scene file, Managers, and player prefab as a .unitypackage file and I will take a look at it - I don't think these screenshots are enough to help.
  • Ok Thanks!! :) Will do. 
    I'm honestly super confused by it. 
  • No problem.  You shouldn't have to do anything super-complicated, so I'm hoping that there's just something simple being overlooked - though it's difficult to tell without seeing it for myself.
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