On Friday, October 5, 2012 4:33:03 PM UTC+1, Mikko Mononen wrote:
> The query box should be 2-4 times larger than your character. So if you're
> character is 60x60x200cm, then you could try for example 200x200x300 search
> box. It is important that it is big enough that it will always find a
> polygon, but not too big so that the internal buffer does not run out (it
> will visit at max 128 polygons).
> I think I would need a bit debug help to get the odd behavior to fixed.
> Let me know if you want to take a look at it later.
> > wrote:
>> I do use dtCrowd.
>> Yes the location is near to the world origin
>> The findNearestPoly does return a valid poligon that i then pass to the
>> agent to set its target but that seems to lead to the same wierd result.
>> The world units are in centimeters. The extents of the box I've varied
>> many times a good value seemed to be around 0.5, 1.0, 0.5 but i've tried a
>> whole lot of other sizes...
>> also i've noticed that even when an agent does succeed to find a path to
>> the wall, when i then set its target back to the player, for a brief
>> moment, the path goes back to that default position and then changes to a
>> path that actually leads to the player...
>> Unfortunately I do not have more time to dedicate to the issue so I'll
>> have to live with my hacky solution :(
>> On Friday, October 5, 2012 11:26:59 AM UTC+1, Mikko Mononen wrote:
>>> The case you describe should be handled just fine.
>>> It is a bit hard to tell from the screen shots, so few more questions to
>>> narrow down the cause:
>>> 1) Do you use dtCrowd?
>>> 2) Is the "default location" close to 0,0,0?
>>> 3) Does the findNearestPoly() find polygon for you in case you set
>>> target on the wall?
>>> 4) What are the extents you pass to findNearestPoly(), and what are your
>>> world units? (i.e. how large is this box related to the game world)
>>> On Thu, Oct 4, 2012 at 7:27 PM, FabioF. <fabio.fr...@gmail.com> wrote:
>>>> Thank you Mikko,
>>>> I have noticed that issue only happens if set the target a certain
>>>> height above the navmesh..
>>>> Also the ai seems to be always pathing to a specific point..no metter
>>>> matter where you set the target.. it seems to be some default corridor that
>>>> happens when something goes wrong when trying to find the path.
>>>> I took a couple screenshots, I don't know how helpful they are.. for
>>>> now I've mitigated the issue by detecting if a target has been set too
>>>> high.. hacky solution that seems to work but that doesn't make me feel good
>>>> about myself at all :/
>>>> In this pic the yellow cross is the target and the path the agent has
>>>> chosen is drawn in blue. Note that even if I set a "high" target anywhere
>>>> else in the map the agents will always try returning to the same point!
>>>> this is a view of the navmesh in the area
>>>> Thank you very much for your help (and all my admiration for your work!)
>>>> On Wednesday, October 3, 2012 8:07:22 PM UTC+1, Mikko Mononen wrote:
>>>>> If the path finder cannot reach target polygon, then it tries to go to
>>>>> the "nearest location" next to the goal. This is not often what human
>>>>> logic would choose.
>>>>> Can you repro the problem in RecastDemo? If not, a picture which shows
>>>>> duDebugDrawNavMeshNodes() would be really helpful to try to understand
>>>>> what happens there.
>>>>> On Wed, Oct 3, 2012 at 9:00 PM, FabioF. <fabio.fr...@gmail.com>
>>>>> > Hi everybody,
>>>>> > sorry if this seems like a very naive question, I have noticed that
>>>>> > when I try and set an agent to target a point that is way above my
>>>>> > navmesh (say for example on top of an high wall) it happens that
>>>>> > instead of pathing to the wall and then being stuck against it
>>>>> > to reach the target, sometimes the agent just wanders off on a route
>>>>> > that is the complete opposite of where I'd expect it to go and then
>>>>> > gets stuck on a random point in the middle of my navmesh... this
>>>>> > to happen only when I set the target for my agent above a certain
>>>>> > height on walls.. any Ideas on what could be happening or on how to
>>>>> > solve the issue?
>>>>> > thank you very much,
>>>>> > Fabio.