Pathfinding units' height arbitrarily uses collider

  • May 16, 2018 at 21:37 #23260

    My path finding units units are never standing at the height off the ground that I want. I set their colliders up perfectly to go just below their feet, but then they end up in the ground up to their ankles.
    If I increase the height of the collider, they eventually stand at their feet, but this only happens when the collider is well below their feet by a full unit or two. How can I reliably set the height of the units without overstretching their colliders?

    • This topic was modified 9 months, 1 week ago by EmanTs.
    • This topic was modified 9 months, 1 week ago by EmanTs.
    May 19, 2018 at 11:23 #23272

    The UnitComponent will calculate the touch point with the ground based on collider type, and I can’t come up with any reason it should not work.

    You can find the logic driving this on the UnitComponent, in the RecalculateBasePosition method specifically.

    I would suggest however that you duplicate one of the units that are causing issues, then strip it of Apex Components and reapply them using a quick start. If that works, the cause must be with the configuration of Apex Components on the failing unit, if not, it must be caused by some other logic.

    Are you running without a rigidbody or with a kinematic rigidbody, where the collider ends up embedded in the ground, or is the collider repositioned such that it no longer encapsulates the unit?

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