UnitySteer
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Steering, obstacle avoidance and path following behaviors for the Unity Game Engine
…ning of RigidBody forces with steering forces, rather than simply moving a RigidBody when it is not set as 'kinematic'. This allows more intuitive behaviour of objects with rigid body...
Hi, I am not using unity steer or unity but I try to understand steering. I had some success so far but I struggle with the following problem and I...
- added if UNITY_2017_1_OR_NEWER directive - default navmesh area in 2017 is "Walkable"
Thanks a lot for sharing this! It would be great to be able to change properties in the prefab during runtime and have these changes updated to the instances. Being...
Fixed a bug that would incorrectly calculate the intersection points in SteerForSphericalObstacles
I believe the Pythagorean theorem code should have a subtraction, not an addition. While debug rendering the calculated intersection points, the original code could generate points that were wildly off....
Both the PredictFuturePosition and PredictFutureDesiredPosition should check for the Position property instead of the Transform.position property, so as to account for the DetectableObject's Center offset. The biggest bug I've found...
**Introduction:** First of all: Thank you so much for UnitySteer! It is great! I'm working on a 2D Physics-based game with zero gravity (in space); My game will use Steering...
This is useful for adjusting other behaviours when neighbors change; I found that while aggregation of group behaviours is useful, sometimes you want to be able to change behaviours entirely...