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Question by gilnajera · Nov 11, 2011 at 10:08 PM · c#editorunitysteer

Objects (with UnitySteer) not moving in Game if not selected in editor

Hi everybody!

I'm having some troubles to make dynamically created objects (including UnitySteer components) to move normaly on game start. All objects are loaded and values set, but no one start working until I select it in the hierarchy view.

Here is the process:

  1. I create a Game Object and add it meshes from assetbundles (that could be online).

  2. When all meshes are downloaded and set I add AutonomousVehicle, RadarPing, and some steering behaviors to that object.

  3. When all dynamic objects are loaded and have all components I enable those components (hierarchically, using Start()).

  4. After that, one key must activate the pursuit and evade (adjusting targets and components' weights).

  5. I create a Game object and add it meshes from assetbundles (that could be online).

I have debug logs in every awake and start available, also in the behavior activators and all seems to be ok (except that all moving forces are 0 and no object is moving). But, when I select some object from the hierarchy view, it magically starts moving.

Any idea?

Thanks in advance

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avatar image Bunny83 · Nov 11, 2011 at 11:28 PM 0
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It obviously seems to be a problem that comes with UnitySteer so you should include the word "UnitySteer" in your title and tags to attract people that worked with UnitySteer.

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Answer by gilnajera · Nov 24, 2011 at 09:31 PM

I still don't know the reason of that behavior, but solved it by adding some "templates" including all steering, physics and character components to scene in design time. The only things I load dynamically are the meshes corresponding to each GO. A little less flexible, but working.

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