I am currently using the behavior designer Cover task with unity and have the following questions:
- How does the Cover task decide which side of an object (i.e. a wall) to hide behind? is it using the forward vector of the cover gameobject?
- Does the cover object have to be a mesh? if so, should the cover be a simple mesh so that the normal is a large area?
- The cover task does not move to next task if Max Look At Rotation Delta is zero, what is the purpose of the Max Look At Rotation Delta setting?
- Is there any way, other than looking at the code of each task, to find a detailed explanation of the behavior designer parameters and their effects related to each tasks(i.e Cover(Max Look At Rotation Delta), etc). any response is greatly appreciated.