Timeline for Make my NPC "see" gameobjects around him in Unity
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Oct 21, 2011 at 20:57 | answer | added | Richard Aronson | timeline score: 1 | |
Sep 21, 2011 at 14:42 | comment | added | jcora | Doesn't Unity give you the coords of objects? | |
Sep 21, 2011 at 9:59 | answer | added | jonas | timeline score: 2 | |
S May 9, 2011 at 16:17 | history | suggested | Grace Note♦ | CC BY-SA 3.0 |
Added the 2D tag, created the new [line-of-sight] tag for dealing with this kind of problem, made some capitalization and article fixes, and also restructured the title to more organically bring up Unity. ♪
|
May 9, 2011 at 15:53 | review | Suggested edits | |||
S May 9, 2011 at 16:17 | |||||
May 5, 2011 at 21:25 | comment | added | ChrisE | Is it possible to use something that isn't a full collision check? If you are just checking for (static) walls, for an NPC, couldn't you just specify a line segment or path to traverse back and forth and so completely avoid npc-level collision (think a navmesh, sorta)? | |
May 5, 2011 at 18:45 | comment | added | Nevermind | Colliders in Unity do not require a mesh (except for MeshCollider, but you shouldn't use it anyway) | |
May 5, 2011 at 18:11 | history | tweeted | twitter.com/#!/StackGameDev/status/66203376458797057 | ||
May 5, 2011 at 16:57 | answer | added | Tetrad | timeline score: 5 | |
May 5, 2011 at 16:50 | comment | added | Sylario | Side-view with a twist, the camera and the gravity rotate. | |
May 5, 2011 at 16:07 | comment | added | ChrisE | 2D top-down, or side view? | |
May 5, 2011 at 16:00 | history | asked | Sylario | CC BY-SA 3.0 |