The following code works perfectly in the Unity editor. No ifs, ands, or buts. But it will only do half of what I want it to do in the player. Here is the code:
function FixedUpdate () {
if (inRange) {
var lookAt = Vector3(chara.transform.position.x, transform.position.y, chara.transform.position.z);
var rotationP = Quaternion.LookRotation(lookAt - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotationP, Time.deltaTime * 10);
if (animate) BroadcastMessage("returnToZero", 0);
}
else {
if (fwd) mod = -1;
if (animate) BroadcastMessage(points[loco].gameObject.name, 0);
if (points[loco + mod].gameObject.name == walkAniName) {
if (Vector3.Distance (transform.position, points[loco].position) <= 5) loco = getNewPoint (loco);
else {
var pointLook = Vector3(points[loco].position.x, transform.position.y, points[loco].position.z);
var rotation = Quaternion.LookRotation(pointLook - transform.position);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * 1);
var move = transform.TransformDirection(0, 0, speed * Time.deltaTime);
transform.localPosition += move;
}
}
}
}
When my character gets in range of the NPC, he turns and faces him as planned. But he is also supposed to walk and loop around some points I laid out as GameObjects. (The names of the GOs are the animation names that are broadcast to my animation script).
I’ve had a simmilar problem. For some reason some mouse movement didnt work in the windows compile. I had a friend test the mac compile, and both that and the webplayer version worked fine. My only suggestion is that you start using the webplayer version… I can only assume that the windows compile system is somehow bugged
Probably some driver issue; I know mouse movement is fine in the Windows builds I’ve done on several different machines. There are at least a couple of third-party OS X mouse drivers where the mouse is fine in the editor, but is partially non-functional with a build.
Still nothing. The points are gameObjects and do not have colliders. They’re active and stuff, but I set them on their own layer so the camera will not render them.