Their adorable appearance and problematic harmlessness filled me with determination... And bundles of joy whenever I add life to them. It wasn't all fun and games though as I watched this little thing refuse to walk inside the castle and ponder its existence.
Realistically, I realized it's a problem with the terrain's NavMesh bake settings. Agent radius and height were meant to specify how small the character is, deciding what gaps they can traverse. Yet it turns out a value too small stops them from even going in. Here's an excerpt from Unity's website (https://docs.unity3d.com/Manual/nav-BuildingNavMesh.html):
- - Agent Radius defines how close the agent center can get to a wall or a ledge.
- - Agent Height defines how low the spaces are that the agent can reach.
Somehow when I increase the value from decimals to 1, the rabbit no longer has problems walking in. Here's how the terrain's NavMesh looks like afterwards.
After that's done, I revisited the violet ghost. They walk a straight line to the castle and does a sacrificial attack. Why? Because currently the positioning of the player and the castle underneath makes it not very fun to hit things right beneath you. I'd much rather add a poof effect to the ghost instead of letting it die in agony though!
While I was working on this, I made a mistake and gave this violet ghost a bit too much power.
Game over in one shot. Definitely intended! (No worries, I fixed it.)
That summarizes most of the funny interesting bits I captured. As a parting gift, I'll leave you with a sneak peek of our progress. :)
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