So in using the supported UFPS and Playmaker, I opted for an AI system called Advanced Battle AI. It is a Playmaker Plug-in and specifically supports use with UFPS as well. The problem that I have is that it doesn't seem to work with Adventure Creator.
Before I go into extra-ordinary technical detail, I want to see if there is something simple about why a plug-in that supports Unity's default tagging, layer and prefab system might not be registering when used with AC. For starters, did anyone else try using this at all and got it to work?
If not, here is a little more detail: Running AC, and using the Advanced UFPS AC downloaded controller, I added Playmaker and all the scripting symbols needed for the aforementioned components to work. PlayMaker is present, but it's not actually being used until I need to call it for my AI system, 'Advanced Battle AI'. If run two enemy AIs in an AC scene, the two enemies are independent of any AC or UFPS logic. To make sure the problem wasn't UFPS, I tried to run just AC, PlayMaker and Advanced Battle AI and I had the same technical problem of the AI not recognizing my Player.
To make a long story short, my malfunction happens when I add the 'Paths' and 'Player' script to a Player prefab. I'm not sure why to even begin fixing the problem, as the ai system I'm using looks for a tag, in this case, 'Player'.
Any early thoughts on what is going on here?
Comments
- Do your AI characters have any of AC's scripts, e.g NPC?
- Is your Player prefab spawned in at runtime? Any improvement if you save your Player into the scene file instead?