I have a set of six waypoints which a ship is scripted to cycle through and basically take laps around the battlefield. I speed up the ships’s movement (100m/s * Time.deltaTime) and raise the SmoothLookAt dampening so that I don’t have to wait 2 minutes for it to make a complete round trip. As expected, the ship correctly cycles through the waypoints and completes one successful lap after another, no problems at all.
But when I take it back down to normal speeds, (10 m/s * Time.deltaTime), it will get stuck on either the first, second, or third waypoint and simply circle around it. I check the scene view and the triggers I am using on all waypoints are set up with rigidbodies, as well as the ship’s triggers and rigidbodies, they’d have to be for it to cycle through correctly when the ship is sped up, and the ship is turning quickly enough, because the triggers are correctly overlapping.
For the life of me, I cant figure out how a change in speed can affect the trigger detection. What on earth is going on here?