Prior to removing the original Follow Camera, my player’s movement was smooth when holding the mouse button down. Now, however, my player’s movement stops and starts intermittently when the mouse button is held down:
Here is a screen grab of the camera’s inspector settings:
On the extreme off-chance that it was a navmesh problem, I cleared and rebaked the navmesh, and here’s what it looks like through the area my player is moving through in the screencap above:
There is a section of my dirt path where the player should run to the right, however, it gets to a point where it comes to a complete stop and no matter where I click it won’t move further along the path.
In the video, it looks like one of two things is happening:
The Input system is losing the mouse status
The mouse position isn’t over a section of NavMesh
Unfortunately, at the resolution fo the video, it’s impossible to see where the mouse is. (It may be that your screen recorder leaves otu the mouse anyways).
You can test for the mouse status easily, however.
Put the following Debug.Log at the beginning of your Update() method in PlayerController
Debug.Log($"Player's mousedown is {Input.GetMouseButtonDown()}");
Thanks for the reply! I tried the line and it logged out the mousedown as staying True through each of my guy’s little fits and starts. As you can see in the screenshot of my original post, the navmesh is solid on the ‘road’. On my retest with the new debug line I held my mouse steady in one spot just above the avatar’s right shoulder (keeping it on the ‘road’ texture). I got super frustrated because the fits and starts kept happening anyway, so shut my computer all the way off and walked away for a few hours.
Turns out it must’ve been a windows issue with unity - after a restart of my machine it works fine with no changes made to navmesh or code.