Timeline for Making Multiple NavMesh agents go to different destinations in unity
Current License: CC BY-SA 4.0
11 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jun 14, 2023 at 21:03 | vote | accept | Crystalline787 | ||
Jun 14, 2023 at 21:03 | answer | added | Crystalline787 | timeline score: 0 | |
Jun 14, 2023 at 18:58 | history | rollback | DMGregory♦ |
Rollback to Revision 4
|
|
Jun 14, 2023 at 18:16 | history | edited | Crystalline787 | CC BY-SA 4.0 |
edited title
|
Aug 14, 2022 at 17:17 | comment | added | Crystalline787 | Thank you so much! | |
Aug 14, 2022 at 15:25 | comment | added | DMGregory♦ | It looks like you have the script on every single selectable/movable unit also trying to process issuing commands to all of those units. This adds inefficiency like having every active unit checking to see if it's the first in the list so it can command the others. I'd recommend separating those concerns. The scripts on each unit should handle only acting on commands, not issuing them to other units. Then you can have a single script instance elsewhere that handles issuing commands. I show an example of such an architecture in this answer. | |
Aug 14, 2022 at 12:09 | history | edited | Crystalline787 | CC BY-SA 4.0 |
added 1302 characters in body
|
Aug 14, 2022 at 11:05 | history | edited | Crystalline787 | CC BY-SA 4.0 |
added 322 characters in body
|
Aug 14, 2022 at 11:03 | history | edited | Crystalline787 | CC BY-SA 4.0 |
added 2685 characters in body
|
S Aug 13, 2022 at 16:01 | review | First questions | |||
Aug 13, 2022 at 20:08 | |||||
S Aug 13, 2022 at 16:01 | history | asked | Crystalline787 | CC BY-SA 4.0 |