EnemyChaseState bugs

By the way after switching that everything is cached in the statemachine the velocity you said to change to next poition is fixing the bug

So maybe in nathan project still have that bug

Looking over my notes, it appears that I actually deviated from Nathan’s code here, because I’ve used this sort of construction before (if you want to use Root Motion with a NavMesh, you need to do the same thing or the NavMeshAgent will fight the Animator just as hard as it fights the CharacterController.)

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