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Question by tom.coursow · Jan 28, 2015 at 02:25 PM · rotationrigidbodycollidernavmeshagentpossible

NavMeshAgent with Non-Kinematic Rigidbody possible?

Hi all,

I started to learn about the Unity Pathfinding System some days ago. It works relatively great so far (for my Soldier Models). But with the Tank I have some problems...

My tank shall be able to align to the ground. So I can't take a kinematic collider right? But without the kindematic option my tank object slides weird over the map :( It would look very strange I think if a tank drives up a hill but the rotation does not change... The tank's box collider is used for the ground and bullet collision...

I also tried to seperate the model with collider and rigidbody from the navmeshagent like this...

  • Tank
    • Model (Collider / Rigidbody)

    • Navigation (NavMeshAgent / Script that updates Model position to Navigation)

With the Script the result is the same... Without it works but after a while the two child objects differ in their distance :/

The result what I want is:

  • The tank can navigate on the map

  • The tank should be able to match on the ground with a realistic rotation

  • The tank shoule be able to collide with bullets

  • Other units should be aware of the tank as an obstacle

How can I solve this problem?

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