tag

#ai

5 items (5 fixes)

fixes
26.08.05
"A baked navmesh does not follow a moving door"

A baked navmesh is a cached derived copy of the world, so a door leaf that swings clear in physics leaves the doorway solid on the navmesh until you regenerate the tile.

26.07.22
"A component that reads Input in OnUpdate fires on every instance at once"

Input.Pressed and Input.Down read a global input state, not a per-entity one. A component that reads them in its own OnUpdate samples that global state once per instance. With one entity on screen this is correct. With many non-networked instances of the same component, one keypress fires the action on every instance at once. Gating only on IsProxy does not help, because IsProxy answers whether the entity is replicated, not whether this instance should own the keypress. Gate the input read on genuine local ownership instead.

26.07.22
"Compute a follow slot from the leader's heading, not the line between the pair"

A side-by-side follow slot must sit perpendicular to the leader's own heading, never perpendicular to the line between the two characters. The line-between-the-pair definition is circular, because it is built from where the follower already is, so each correction chases the last one and the pair collapses to single file. Measured error was 89.6 degrees from the line rule versus 0.2 degrees from the heading rule. Derive the slot axis from the leader's forward vector rotated 90 degrees.

26.08.05
"Navmesh openings erode by whole cells against agent radius"

The navmesh voxeliser erodes walkable surfaces by ceil(agentRadius/cellSize) whole cells on each side, so an opening narrower than that budget has no navmesh through it.

26.07.15a
"NPC steer loop freezes forever against a wall"

A trace-swept NPC with 'wall ahead, hold position this frame' freezes permanently when the desired direction is constant -- the identical trace hits the identical wall every frame.

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