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Question by chosendeath · Aug 19, 2016 at 09:42 AM · navmeshnavmeshagentlocomotionlocomotion system

NavMeshAgent Moves Weirdly Sideways

Hi, I'm currently using a NavMeshAgent and manually moving the transform. However the movement seems to move MUCH faster when moving sideways instead of forward and backward for some reason. I've included my LocomotionAgent class which manages the NavMeshAgent, also a screenshot of my NavMeshAgent component.

Any suggestions? Thanks in advance!

alt text

 using UnityEngine;
 using System.Collections;
 
 /// <summary>
 /// LocomotionAgent connects to the nav mesh agent and translates nav mesh behavior to animations and such.
 /// </summary>
 public class LocomotionAgent : MonoBehaviour
 {
     #region Components
 
 
     private NavMeshAgent _navMeshAgent;
     private Animator _anim;
 
 
     #endregion
 
     #region Data
 
 
     public float TurnRate = 15f;
     public float FacingThreshold = 15f;
 
     public bool _isMoving;
 
 
     #endregion
 
     #region Nav Mesh Wrapped Properties
 
 
     public Vector3 Destination
     {
         get { return _navMeshAgent.destination; }
         set 
         { 
             _navMeshAgent.destination = value;
             _navMeshAgent.Stop();
         }
     }
 
     public float RemainingDistance
     {
         get { return _navMeshAgent.remainingDistance; }
     }
 
     public float StoppingDistance
     {
         get { return _navMeshAgent.stoppingDistance; }
     }
 
 
     #endregion
 
     #region Init
 
 
     void Awake()
     {
         _anim = GetComponent<Animator>();
         _navMeshAgent = GetComponent<NavMeshAgent>();
         _navMeshAgent.updatePosition = false;
         _navMeshAgent.updateRotation = false;
     }
 
 
     #endregion
 
     void Update()
     {
         bool shouldMove = _navMeshAgent.remainingDistance > _navMeshAgent.stoppingDistance;
 
         bool oldMoving = _isMoving;
 
         // we dont do anything unless we nav mesh wants us to get somewhere
         if(shouldMove)
         {
             // if we are not yet orientated we must turn towards the target
             Vector3 targetDirection = _navMeshAgent.nextPosition - transform.position;
             targetDirection.y = 0f;
 
             if(targetDirection.sqrMagnitude < 1e-5f)
             {
                 targetDirection = _navMeshAgent.destination - transform.position;
                 targetDirection.y = 0f;
             }
 
             float angleDiff = Vector3.Angle(transform.forward, targetDirection);
 
             Vector3 updatedDirection = Vector3.RotateTowards(transform.forward, targetDirection, Time.deltaTime * TurnRate, 0f);
             transform.rotation = Quaternion.LookRotation(updatedDirection);
 
             if(!oldMoving && angleDiff <= FacingThreshold)
             {
                 _isMoving = true;
             }
         }
         else if(oldMoving)
         {
             _isMoving = false;
         }
 
         if(!oldMoving && _isMoving)
         {
             _navMeshAgent.Resume();
         }
         else if(!_isMoving && oldMoving)
         {
             _navMeshAgent.Stop();
         }
 
         _anim.SetBool("IsWalking", _isMoving);
 
         if(_isMoving)
         {
             transform.position = _navMeshAgent.nextPosition;
         }
     }
 
     public void StopLocomotion()
     {
         _navMeshAgent.destination = transform.position;
         _navMeshAgent.Stop();
 
         _isMoving = false;
     }
 }


screenshot-2016-08-18-235651.png (107.8 kB)
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