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Post by illustrator on Sept 13, 2019 18:53:27 GMT
Then to another problem. Some of the spawned prefabs with navmesh agent seem to be "teleporting" to undesired point on the terrain after they are spawned.
I found this:
"disabling the navmesh component works aswell like this guy said and then reenable after a certain time."
and
"disabling the navMesh agent and then using a coroutine to enable a few frames later seems to have worked."
I noticed that there is an option in Pool boss to "enable NavMeshAgent". I suppose there is no delay between the spawning and enabling the NavMeshAgent in pool boss? If not could you add some delay?
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Post by DarkTonic Dev on Sept 13, 2019 19:48:24 GMT
I will take a look on Monday, this might be an easy thing to add.
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Post by DarkTonic Dev on Sept 18, 2019 0:11:30 GMT
This has been fixed and is configurable to X frames delay, in the next version of CGK coming soon.
You can email me with your Asset Store Invoice PDF requesting the beta if you want to test it out.
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