H,
I have an object with a sphere + a box collider. The problem is that the sphere is a trigger but Astar keep taking count of it… making unwanted nodes on its top …
How can I make Astar ignore triggers ? ![]()
H,
I have an object with a sphere + a box collider. The problem is that the sphere is a trigger but Astar keep taking count of it… making unwanted nodes on its top …
How can I make Astar ignore triggers ? ![]()
put them in another layer against which you don’t test.
The problem is that I want Astar to take count of the box collider which is on the same object…
you can assign each game object on its own to a layer, so you can make the object in the hierarchy with the trigger use a layer thats not checked for path finding, while the one with the collider is on a layer that is checked
The fact is that my script needs the sphere trigger to detect wandering characters and the box collider so you can walk on the object. Making a separation would be awkward and problematic…
I have other objects with mesh colliders and the same script, making a sub object in each of them could make the game difficult to handle (hierarchy problems in script, etc).