Hi there,
A lot has been talked about the woes of destination accuracy but I’m still not sure how to address the problem. I have a 3D point and click setup with Fuse-generated characters and I have "Apply Root Motion" enabled on the character’s Animator. My problem is that the player character does not behave nicely when I click on a hotspot and he has to walk to the marker assigned to it. If I set the destination accuracy to 0.7, he more-or-less reaches close enough and stops but it’s not accurate enough and his stop position differs from one time to the next. Going higher on the destination accuracy comes with the risk of the character doing the neverending spin-o-rama dance around the marker. And even if he does stop at times, clicking the same hotspot again (without moving) causes him to try and locate the same marker again instead of just staying in place.
As the character needs to perform animations and Final IK interactions upon reaching a hotspot’s marker, it is crucial that he stands at the exact position of the marker before he starts doing stuff. I just wanted to understand what was the underlying problem in making the character move from wherever he was standing to the *exact* position of the marker.
Thanks.
Comments
Update to the latest version, as some improvements were made in this regard. Also experiment with setting it to 1.0, as you'll be given an experimental "super-accuracy" option that uses a different method to place the character at the exact target.
This being a visual problem, I'm going to have to see this in action. Could you post a video or clear screenshots?
I also need to know more about your navigation / pathfinding set up. I've been working on improving Unity Navigation pathfinding for v1.50 - which will also provide the option of moving a character using Unity's own NavMeshAgent component. Perhaps that would improve things in this case.