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AdvancedPathfindingSystem Beta13

This time, it mainly fixes some feedback put forward by supporters and brings some new features.

1. Button and event of "Move To Player" have been added. After the call, you can let the character go to the player's position.

2. Fixed the problem of invalid adjustment position offset in "Dynamic Obstacle".

3. Fixed the problem that there was a chance that the target atom could not be completely aligned when it needed to be aligned after navigating to the target atom.

4. Fixed the problem that when the controller is used to control people to walk, there is a chance that they will automatically move in a certain direction when walking stops.

In addition, the default values of some parameters have been adjusted.

Comments

ThirdPerson camera control is only supported in desktop mode.VR mode may be supported in the future.

PluginIdea

i dont know if this is still an issue or even a known issue but a couple versions back when i try the plugin in vr mode, the controllers zoom function doesnt work within the headset viewer, when im looking in the oculus vr headset zooming in with the xbox controller doesnt zoom the camera from my vr headset view. i use oculus meta link and launch vam that way. when not using vr just desktop mode vam the zoom function worked fine.

Hallow2

Oh, I know, sorry if any of my points came across as complaints. They were not intended that way :) Bugs like these are normal for a plugin this complex this early into its development.

octobiped

Thank you for your advice and feedback. I will continue to optimize and eliminate these problems as much as possible. However, we also need to understand that the plug-ins are currently in beta state, and the functions of many plug-ins are in an unstable state, which may still change in the future.

PluginIdea

This is an absolutely amazing plugin. It allows for some really advanced scene logic, truly incredible work. Here are some bug reports/problems concerning the current version, tested on the AptJacuzzi environment (and yes, I have the most recent versions of the presets in the Saves\AdvancePathFinding folder): PROBLEM 1 - "Is Auto Back to Idle" sometimes causes the skeleton to suddenly snap towards its next destination instead of rotating smoothly towards it. Steps to reproduce (ideally with the debug skeleton visible): 1 - Alt middle click to some random point on the navmesh to make the character go there. 2 - Wait until the character has fully transitioned into their idle pose. 3 - Alt middle click somewhere else to make them turn. Sometimes they'll rotate smoothly, sometimes they'll snap. It only happens if "Auto Back to Idle" is active. PROBLEM 2 - Enabling keyboard/joystick controls causes the skeleton to sink WAY below the navmesh on the AptJacuzzi environment. It may stop or keep falling, but either way it is likely to cause a physics explosion on the 3D model. This may or may not occur depending on the environment, but it is very reproducible in AptJacuzzi. Just bake the navmesh and activate the controls. If the character doesn't fall immediately, walk around a bit. In my experience, it happens whenever the navmesh is above the red arrow on the debug skeleton - the root is probably going under the navmesh and falling (and Person Base Offset Y has no effect on this, so it's not a workaround). PROBLEM 3 - You can't exit FollowCamera once you enter it. The "E" shortcut does not work and the UI is disabled, so the checkmark can't be clicked. I initially suspected a conflict with Keybindings so I removed it from SessionPlugins, but that didn't help, the "E" shortcut still doesn't work. My shortcuts in general are all functional (including "M" for WindowCamera) so the problem seems to be with this plugin. PROBLEM 4 - At some point, an update to this plugin changed a parameter name from "Target Atom" to "Target Atom uid". This completely broke any custom user-made logic associated with that parameter, such as triggers, which had to be reset with the new name. I strongly recommend not changing parameter names unless absolutely necessary, otherwise updating your plugin might break scene logic from previous versions. PROBLEM 5 - Agent Radius on the PersonController plugin seems to have no discernible effect on pathfinding. The skeleton's root will still come as close as possible to the edges even if set to the maximum value. PROBLEM 6 - The "Draw Navgate Path" line is very thin and hard to spot, and sometimes completely fails to appear. PROBLEM 7 - Volume Size Y seems to have no effect on navmesh baking: if there's a floor above the volume, the navmesh for it gets rendered even if it's not in the volume. AptJacuzzi is where I tested this. And - with apologies for the size of this post - here are some recommendations: RECOMMENDATION 1 - There should be an option to make the "Volume" navmesh baking option exclude Empty atoms (as well as any other helper atoms that might be included). Complex scenes may have MANY empty atoms being used as sensors, trackers, UI anchors and stuff like that, and having to move them all out of a volume before baking a navmesh is a tad inconvenient. RECOMMENDATION 2 - The "Is Auto Stop Timeline" option is a recipe for disaster in the hands of someone who doesn't know their way around Timeline. It's particularly problematic if working with multiple layers on a person atom. Stopping Timeline puts it into edit mode: you may change keyframes by accident, and every layer that isn't the one being edited will snap to the first animation on it. When you play an animation again, it will blend poorly (it always does when going from "stop" to "play") and activate the first animation on EVERY available layer. Timeline isn't designed for stop-start-stop-start as part of animation logic; when you want an animation to stop, you should change to a different one instead of actually stopping it. So you may want to remove the "Is Auto Stop Timeline" toggle or add some warning to it, such as "Not recommended in general". There must be an use case for it, but it's so rare that this option might do more harm than good for non-veterans. Looking forward to the future of this plugin, it's really incredibly useful. Thanks for making it! :)

octobiped


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