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Question by JohnnyMccrum · Aug 07, 2018 at 04:26 AM · navmeshagent

Issue updating NavMesh code and Agent.

In my RTS project, my units no longer move after updating the unity API:

  1. I had to update my "agent" to use ".isStopped" instead of ".resume()"

  2. I had to update my "NavMeshAgent" to "UnityEngine.AI.NavMeshAgent"

Can anyone figure out why this doesn't work anymore?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class RightClickNavigation : Interaction {
 
     public float RelaxDistance = 5;
 
     private UnityEngine.AI.NavMeshAgent agent;
     private Vector3 target = Vector3.zero;
     private bool selected = false;
     private bool isActive = false;
 
     public override void Deselect()
     {
         selected = false;
     }
 
     public override void Select()
     {
         selected = true;
     }
 
     public void SendToTarget()
     {
         agent.SetDestination(target);
         agent.isStopped = false;
         isActive = true;
     }
 
 
     // Use this for initialization
     void Start () {
         agent = GetComponent<UnityEngine.AI.NavMeshAgent>();
         
     }
     
     // Update is called once per frame
     void Update () {
         if (selected && Input.GetMouseButtonDown(1))
         {
             var tempTarget = RtsManager.Current.ScreenPointToMapPosition(Input.mousePosition);
             if (tempTarget.HasValue)
             {
                 target = tempTarget.Value;
                 SendToTarget();
             }
         }
 
         if (isActive && Vector3.Distance(target, transform.position) < RelaxDistance)
         {
             agent.isStopped = true;
             isActive = false;
         }
         
     }
 }




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avatar image NoDumbQuestion · Aug 07, 2018 at 07:23 AM 0
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Set rigidbody to kinematic

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Answer by tormentoarmagedoom · Aug 07, 2018 at 12:10 PM

Good day. I recommend you to test 1 by 1 each step. Make a simple nav mesh agent script to test. Set destination, change velocity, acceleration, etc.. Once yo make it move, come to your code again

And i recommend to add at the beggining of the script

 using UnityEngine.AI

So NavMeshAgebt will be a class that you can use directly.

Byeee

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