I tried that, but the movement of the player isn't smooth. The player gets stuck on corners. I tried reducing the navmeshAgent radius, baking settings, and other things
I'm using version 1.50a
I would have to wait for a list to get scrambled up again. Then I will save it as an ActionList asset file, and send that file to you.
Finally. This solved my problem:
void Update () {
if (UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject ()) {
//AC.KickStarter.player.EndPath(); // I tried this before, but you can see the player trying to move
AC.KickSta…
I discovered that withought using AC, in Unity's navmesh system, it also happens that UI buttons don't block Physics.Raycast(). But in this case you can call the following:
if (UnityEngine.EventSystems.EventSystem.current.IsPointerOverGameObject (…
Thanks Chris for your quick answer.
I tried what you said, and it worked. Now the button is clicked and blocks the order of moving through the navmesh (I have it working with Unity-type navmesh). The solution was to link my prefab to the AC menu sys…