Wander Area
Overview
The wander area is a improved version of the Waypoint. the Difference is that it uses an Area to find the next position to go to, and it can transition to itself
You can also use nested wander areas to have different shapes besides Box and Circle
How to use it
Add the Wander Area to your AI Control Target Parameter and that should be it.
Parameters
Point Type
This will establish if this area is on the Ground, Air, Water, or Underwater. Air types will activate the Fly State, UnderWater will activate the underwater State.
Height
Default height for the waypoints. This parameter is used for the Look At Decision in the Brain Component. So the LookAt Ray is not pointing directly to the ground.
Stopping Distance
Min Distance that the Ai Animal will stop when Arrives at the waypoint.
Slowing Distance
Distance to start slowing its speed when arriving to this gameobject. If set to 0 or lower than the stopping distance, the slowing movement logic will be ignored
Wait Time
Maximum and Minimum wait time needed to wait before choosing the next waypoint
Area Type
Use a Circle or a Box area.
Radius (For Circle)
Radius of the circle area
Box Area (For Box)
A Vector3 which determines the box dimensions
Wander Weight
Probability of keep wondering on this same Wander Area. Meaning the next waypoint will be itself.
Next Waypoints
List of next waypoints to go to.
Events
On Target Arrived
Invokes when a target arrives to this wander area
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