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Question by corax · Oct 23, 2012 at 11:31 AM · unitysteer

Unitysteer Spherical Obstacle Repulsion problems

Anyone knows how SteerForSphericalObstacleRepulsion works? I'm trying to implement this steer behavior but the char ignores the obstacles and keeps hitting them. I've added a Radar to the char, a steer for point and a SteerForSphericalObstacleRepulsion behavior, I have added the obstacles script to the obstacle but the char still hits the obstacle. . .any guess?

P.s. I'm using Unitysteer 2.5b3

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avatar image Uncasid · Jan 20, 2014 at 04:54 PM 0
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Did you ever get this solved?

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Answer by Abomb · Oct 23, 2012 at 01:12 PM

You also have to assign the obstacles to a layer and add that layer to the radar "obstacle layers" and "layers checked".

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avatar image corax · Oct 23, 2012 at 01:13 PM 0
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Done Sir, no luck

here you can see the screen https://dl.dropbox.com/u/25470280/Screen.zip

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Answer by Uncasid · Feb 06, 2013 at 03:53 PM

After looking through the code, if you are setting the station as a vehicle, you need to remove it:

(From Radar):

       for (int i = 0; i < _detectedObjects.Count; i++) {
           var d = _detectedObjects[i];
       var v = d as Vehicle;
       if (v != null && (v.enabled || _detectDisabledVehicles)) {
               _vehicles.Add(v);
           }
           else {
               _obstacles.Add(d);
           }
       }

(And now from repulsion) if (Vehicle.Radar.Obstacles == null || !Vehicle.Radar.Obstacles.Any()) { return avoidance; }

As you can see, it will only detect non-vehicle objects

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Answer by guildwriter · Feb 19, 2013 at 03:42 PM

Ensure that the detection radius variable in the Radar script has been set to a value that can encompass the max speed of your vehicle multiplied by the estimation time of SteerForSphericalObstacleRepulsion.

In other words if max speed is 10, and the estimation time is 1, make sure your detection radius is at least greater than 10.

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