OK so… as you might be aware, I have a death bug in my game. Earlier, I was unable to get a stack trace, but I finally got my hands on it. This is what it looks like:
"Resume" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
RPG.Movement.Mover:MoveTo (UnityEngine.Vector3,single) (at Assets/Project Backup/Scripts/Movement/Mover.cs:84)
RPG.Combat.Fighter:Update () (at Assets/Project Backup/Scripts/Combat/Fighter.cs:130)
"SetDestination" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.AI.NavMeshAgent:set_destination (UnityEngine.Vector3)
RPG.Movement.Mover:MoveTo (UnityEngine.Vector3,single) (at Assets/Project Backup/Scripts/Movement/Mover.cs:79)
RPG.Combat.Fighter:Update () (at Assets/Project Backup/Scripts/Combat/Fighter.cs:130)
"Stop" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
RPG.Movement.Mover:Cancel () (at Assets/Project Backup/Scripts/Movement/Mover.cs:113)
RPG.Combat.Fighter:Update () (at Assets/Project Backup/Scripts/Combat/Fighter.cs:136)
These are all a result of my failed Death bug. In other words, everyone except the player knows the player is dead. He can’t move or respawn or do anything… he’s just stranded in his position there, trying to attack the enemy that killed him in any way shape or form, without moving from his position. So if he’s got a ranged or magic weapon, he’ll be firing that at his enemy from his position. If not, he’ll keep looking at his enemy until he’s close enough to the players’ melee distance, until he tries to attack him again
The worst part is, the enemy literally considers him as dead