Product Chat (Early Access) / AI PathFinding stopped due to too long distance between AI and Player

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UltraVox
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Posted: 31st Jan 2022 09:14
This is about a post on Github:
https://github.com/TheGameCreators/GameGuruRepo/issues/1891
I asked Lee how to fix this problem and he wanted to provide an answer that would benefit everyone.

We await his response.
Thanks Lee.
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LeeBamber
TGC Lead Developer
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Posted: 31st Jan 2022 09:28 Edited at: 31st Jan 2022 09:28
The nav mesh area only calculates detailed paths within an extra that has been populated with static objects. The rest of the terrain uses line of sight paths that do not use the single nav mesh of the level. If you want more detailed paths, you need to add static objects around the area you want navigation to take place. You can check the size of the nav mesh by activating the "Disbale AI Management in Test Level" in SETTINGS/Developer and then in the TAB TAB view, tick the "Show Navigation Debug Visuals" option in AI Management component.
GameGuru Classic will continue to be supported with bug fixes and functionality additions.

UltraVox
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Posted: 31st Jan 2022 10:24 Edited at: 31st Jan 2022 10:31
@Lee,

Look at these screenshots. There are about ten static objects along the path of the guard. I placed static objects over the red line of the Path Finding, all along the path. But he gets through. He does not avoid them.




Then he does as in the video. He walks, staying in place when he gets too far from me. If I approach, it restarts but it continues to pass through the obstacles.

I tried two Behavior :
- Patrol
- Character Attack
but that doesn't change the problem.
3D Test Computer (for Max) :
Intel(R) Core(TM) i5 4460 - CPU 3.20 GHz (4 cores)
NVIDIA GeForce GTX 1060 (6 GB)
16 GB Ram - SSD Hard Drive - Windows 10 Pro 64 bit
synchromesh
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Posted: 31st Jan 2022 10:29 Edited at: 31st Jan 2022 10:31
Although i fully understand how the Navmesh grows by adding static objects ( i have done many videos on it )
At the moment the Navmesh is growing but the character in the distance still stops and continues to animate ?
I have even tried setting them to Always Active as you would in Classic.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
UltraVox
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Posted: 31st Jan 2022 10:44 Edited at: 31st Jan 2022 11:56
Here is the problem in video :
https://www.youtube.com/watch?v=YQW7_1MannQ
3D Test Computer (for Max) :
Intel(R) Core(TM) i5 4460 - CPU 3.20 GHz (4 cores)
NVIDIA GeForce GTX 1060 (6 GB)
16 GB Ram - SSD Hard Drive - Windows 10 Pro 64 bit
UNIRD12B
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Posted: 31st Jan 2022 17:22 Edited at: 31st Jan 2022 17:23
isnt it
basically the same problem as the other
post you made earlier ???

https://forum.game-guru.com/thread/223291

and..
P.S. it doesnt seem to be fully fixed yet...

UNIRD12B
Let\'s actually make something happen with this one !
UltraVox
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Posted: 31st Jan 2022 19:41
It's possible. For me the problem is solved: I regained control of my collisions. But not the enemies/bot.

There are only two solutions :
- It's a collision problem (again)
- This is a mesh navigation problem.

I'm sure it will be fixed very soon.
Don't forget that the month of February is dedicated to fixing bugs.
3D Test Computer (for Max) :
Intel(R) Core(TM) i5 4460 - CPU 3.20 GHz (4 cores)
NVIDIA GeForce GTX 1060 (6 GB)
16 GB Ram - SSD Hard Drive - Windows 10 Pro 64 bit

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