using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using AC;
public class SneakController : MonoBehaviour
{
float noise;
NavMeshAgent agent;
public float crouchSpeed = 1f;
public flo…
Yes, I reasign my game Managers.
For some reason, the speed value of the NavMeshAgent is impossible to change at run time.
In my game I modify the speed of the NavMeshAgent with my own script. When the player presses shift I reduce the speed by half…
Works! If I upgrade to version 1.75.2 the problem is over.
I'm going to work in a copy, because I'm afraid that the game will become unstable.
For now the only difference is that the player has greatly slowed down his speed.
Very grateful Chris!
My version is 1.72.4
It happens when I test or if I build the game
Occur when I add a one or two item to the Container by default, and the player catch, go to another room, and return.
The player finds the items in the container again, even thoug…
mmm interesting. I'm going to try something like that. I have bought an asset to do it, in the asset store there are several, for 3d and for 2d.
Your game must have a lot of narrative depth, it sounds good
Okay, I make it stop by calling an actionList. Now I would like to move it by myself giving commands to its NavMeshAgent, but it seems that AC does not allow it.
IEnumerator WhosThat(){ isAlerted = true; agent.isStopped = true; stopMoving.…
I have a new cuestion: How can I call an Action from a script?
if (GetEstadoActual() != Estado.Patrullar)// if enemy don´t patrol { //Here, I want the enemy to Stop Moving on his path }}
Thanks in advance!
In which part of the NavMeshAgent Integration can I change the speed? I want to do something like this:
void Update(){ if (Input.GetKeyUp(KeyCode.LeftControl)) { //anim.SetBool("Crouch", false); } if (Input.GetKey(KeyCo…