Simple Waypoint System torrent download






















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Baroni , Dec 22, Joined: Jul 8, Posts: Its an excellent product!!! Simple Waypoint System the keyword here is "Simple" and it is. I really like this system and believe it could be the start of something bigger well Im hoping anyway. I love that you can easily add delay of movement at any waypoint and play one animation while at that way point by simply dragging a iMove script onto the character.

I can have the character randomly switch between way points by simply by selecting a different loop type from the drop down list. Its really cool and for the price you cant beat it!

I give this one 2 Thumbs Up! I make a short faq out of recent e-mail conversations, so other users can read this, too. Delete one iTween script, and if not already done place the other one into the Plugins folder. Question: I can't assign a scene path transform to the path container slot of an enemy prefab. How do I instantiate my enemies at runtime and have them know how to get my path? Answer: This is a limited behaviour of Unity, scene objects can't be assigned to prefabs. The simplest solution would be to make a prefab per path transform not Waypoint Manager and assign that path prefab as path container to your enemy.

Another way would be a short custom script, which returns the path transform, adds it to the Waypoint Manager dictionary, assigns it to the enemy path container and then calls iMove's provided movement method StartMove. Update: Version 1. Question: I need to replace the waypoint placement key of WaypointManager. Answer: To replace the waypoint placement key, you will have to edit line 27 in WaypointEditor. P placing ". Much appreciated Your question via e-mail was: "How would I make a waypoint a child of a character to instantiate at runtime?

This way I can instantiate the character and the path he uses at the same time in the same place. Your path and its waypoints should never move with its walkers. The runtime instantiation part could be accomplished with a method described in the "How do I instantiate my enemies at runtime Instantiate the enemy. Instantiate the path prefab if needed , and set its position via script to where it should be.

The first waypoint position is then equal to the path transform position. Add this path via script to the static Waypoint Manager dictionary, like the Awake function does in the "foreach"-part. Assign that path transform via script to the iMove path container of your enemy.

Call iMove's standard StartMove method, to start movement of this enemy with the new path. Hope this helps! I will include some changes to this workflow in the next update, to remove custom scripts and smooth it out. I sent you early modifications to Waypoint Manager via pm. Last edited: Feb 28, Baroni , Jan 3, Joined: Jun 5, Posts: Bought it and love it! So easy to use and perfect for moving platforms and enemies around in my game.

Love it. My one request would be a Reset function to call from script to be able to reset an iMove GameObject to a stationary position. Example: A moving platform is triggered to StartMove by the player. The player falls off the platform to his death and is respawned at his last checkpoint without reloading the level. I call Reset on the iMove platform to reset it for the player to trigger again.

Hey cheezorg, I'm glad that you like it! Regarding your request, I tested some code and came up with this short method, just put that into your iMove. Code csharp :. Baroni , Jan 12, Joined: Oct 2, Posts: Great package! How would I in code stop an object following a path and start following different path? C plz. IgorAherne likes this.

Hey jocoUnity, thanks that feature would require you to edit some code, so I suggest you to wait until the next update. I already finished runtime path instantiation support, which includes changing a path through code this then requires lines. The new version with another great feature can't say more will be released in early february, I hope you can wait until then! Baroni , Jan 20, Joined: Oct 19, Posts: Looks nice, however I have a few questions.

Does this allow paths to cross each other?



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