Hello there
I'm using AC 1.57 and Unity 5.5.1f1 64b.
I have a cutscene in which, in one point, I want to have the main character surrounded by enemy soldiers (by 3). To this effect, I made 3 paths (in order to have more control as to how this soldiers approach the player), and made it so, in the middle of the cutscene, the three enemy NPC are made to follow the path (they teleport to the node zero and then run towards the second node).
The issue: There is one soldier which, sometimes, doesn't advance through the path. He teleports to the beginning node, but he does not move from there. This happens, let say, one out of 3, 4 times. But it really ruins the cutscene when it does.
Worth noting, it is always the same Path that fails. But in the inspector it looks completely equal to the other twp nodes. The enemy soldiers NPC are prefabs, so I don't think they could be the cause.
Here are some screenshots:
Here is the inspector for the path that malfunctions (same config that for the other paths).
The cutscene where it calls the FollowPath for the 3 soldiers
Soldier when the call works and he moves from node 0 to node 1.
Soldier when he teleports to node 0, but stays still there while the other soldiers are almost reaching their destination node (that empty blue path on the middle has nothing to do with this cutscene)-.
Thanks in advance!!
Comments
That may work instead if the paths are being unreliable. That's the way I always do things like this and haven't had an issue.
If not, does the Action hang when the issue occurs? You can find this out by opening up the ActionList Editor window while it's running - the currently-running Action will be highlighted.