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Question by E2R_Ben · Jul 17, 2012 at 11:55 AM · animationcharacternavmeshagentnav meshunity3.5

Add animation to a NavMeshAgent Character

Hi, Im working on a character controller where the player clicks somewhere in the world and the character moves to that point. I have created a nav mesh agent that follows a target, the target moves to where clicked using the "click to move" then the nav mesh agent moves to that location using a follow script which is great. Only problem I can't solve is how to animate this nav mesh agent? Also my agent moves backwards which is frustrating but i expect is a pivot problem.

Ive got this script but it doesnt like the .speed command, where have i gone wrong? (JavaScript)

     function Start ()
 {
  // By default loop all animations
 
 animation.wrapMode = WrapMode.Loop;
 
 }
 
 function Update ()
 {
  
  var currentSpeed = NavMeshAgent.speed;
 
  // Switch between idle and walk
  if (currentSpeed > 0.1)
  animation.CrossFade("Walk");
  else
  animation.CrossFade("idle1");
 
 
 }
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Answer by J Lam · Jul 17, 2012 at 12:16 PM

 var lastFramePosition: Vector3;
 function Start (){
  // By default loop all animations
 
 animation.wrapMode = WrapMode.Loop;
 lastFramePosition = transform.position;
 }
 
 function Update ()
 {
  var currentFramePosition : Vector3 = transform.position;
  var distance : float = Vector3.Distance(lastFramePosition, currentFramePosition);
  
  lastFramePosition = currentFramePosition;
  var currentSpeed: float = Mathf.Abs(distance)/Time.deltaTime;
 
   // Switch between idle and walk
   if (currentSpeed > 0.1)
   animation.CrossFade("Walk");
   else
   animation.CrossFade("idle1");
 
 }

You may try the above script and see if it can help. I think calculating its own speed might be a better way if your nav mesh agent already able to follow the character.

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avatar image E2R_Ben · Jul 17, 2012 at 12:37 PM 0
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That's it! Thank you :)

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