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Question by gdennis · Dec 28, 2014 at 08:00 PM · positionquaternionnavmeshnavmeshagent

how to make navmeshagent walk smarter

Hello,

I am making some kind of visualization in Unity. The game is not playable by itself, the 'player character' will move on its own, and so will the NPC's. Thus I am using a navmesh and navmesh agents on both the 'player' character and all the NPC's. I put the stopping distance for all my agents at 2.

Even though the walking to eachother is working good, there are a couple of annoying things going on. What I want to happen is that when one walks to another, he has to stop in FRONT of the one he is walking to, and rotate in the direction facing him (so this is -180 on the Y of the one being walked to).

Currently this does not happen and I end up with various results, based on where the character was. It looks like this:

1) This is the starting position : http://imgur.com/0zUbn2Z the right one is the 'player', he is supposed to walk to the NPC (which is the one on the left) When the walking is done, he ends up like this : http://imgur.com/zSdHYYh . I agree this is still 'quite' acceptable, since it does like ok, even though he is a bit too much to the right.

2) A much bigger problem occurs when the player is 'behind' the NPC. As can be seen in the starting position here: http://imgur.com/nhcn9zG When the walking is over here, the result is this: http://imgur.com/95hox8n . The player is standing behind the one he needs to walk to, and is not facing him at all as well.

How can I solve this (big ?) issue!

Thanks in advance,

Dennis

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