Question by
Varimathras · Oct 01, 2016 at 12:14 PM ·
instantiatespawnnavmeshnavmeshagenttranform.position
Set Destination can only be called on an active agent, problem when instanciating.
I am trying to spawn soldiers and move them as a regiment via mouse clicks on a nav mesh. But i get the ""Set Destination" can only be called on an active agent" error. I read in the forums that this can be caused by instantiating to high or low from the nav mesh. But wherever i put the spawnpoint on the y axis, nothing changes. I usually spawn them on Y = 0 It seems Unity sets my prefab clones autmatically to y = 0.303... i dont't know why. I can't move the soldiers on the y-axis on runtime in the scene view. Another "fun" thing that happens is that my awake funktion where i use GetComponent doesn't get called when i instantiate. I have to call it in a separate function.
public class Move : MonoBehaviour
{
private Ray _ray;
private RaycastHit hit;
private float raycastLength = 1000.0f;
private UnitMove nav;
public static List<GameObject> selectedUnits = new List<GameObject>();
void Update ()
{
_ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Input.GetMouseButtonDown(0))
{
if (Physics.Raycast(_ray, out hit, raycastLength))
{
MoveRegiment(hit.point);
}
}
}
void MoveRegiment(Vector3 moveToPos)
{
foreach (GameObject go in selectedUnits)
{
nav = go.GetComponent<UnitMove>();
nav.setNav();
nav.MovetoNav(moveToPos.x, moveToPos.y, moveToPos.z);
}
}
}
public class UnitMove : MonoBehaviour
{
private NavMeshAgent nav;
public int xPos { get; set; }
public int yPos { get; set; }
void Awake()
{
nav = GetComponent<NavMeshAgent>(); //does not get called
}
public void setNav()
{
nav = GetComponent<NavMeshAgent>();
}
public void MovetoNav(float x, float y, float z)
{
nav.SetDestination(new Vector3(x , y, z));
}
}
public class RegimentSpwan : MonoBehaviour
{
public Text row;
public Text unitAmmount;
public GameObject Unit;
private GameObject _newGO;
private Vector3 pos;
public void OnclickNewRegiment()
{
DestroyImmediate(GameObject.Find("Regiment"));
_newGO = new GameObject("Regiment");
Instantiate(_newGO, this.transform.position, Quaternion.identity);
for (int i = 0; i < Convert.ToInt16(row.text); i++)
{
for (int j = 0; j < Convert.ToInt16(unitAmmount.text); j++)
{
Debug.Log(this.transform.position.y); //is zero
Unit.name = "Unit_" + i + "_" + j;
pos = new Vector3(this.transform.position.x + j * 2,this.transform.position.y, this.transform.position.z + i * 2);
Instantiate(Unit, pos, Quaternion.identity, _newGO.transform);
Move.selectedUnits.Add(Unit); //list of gameobjects
}
}
}
}
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