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Sep 12, 2016 at 9:06 answer added Ashish timeline score: -1
Mar 2, 2016 at 6:28 answer added KingPin timeline score: 1
Feb 26, 2016 at 12:21 comment added Niels We previously solves a similar issue by using a look-ahead (skipping the first waypoint since it should be close) and using obstacle avoidance to avoid walls/round corners. Unfamiliar with unity so I'm not sure how it would appply to your situation
Feb 25, 2016 at 20:36 comment added Hamza Hasan I think the glitch is in your currentWaypoint. My suggestion is to keep previous dir in everyframe, and where you find normalized direction change, make currentWaypoint =0 or no change in currentWaypoint instead of currentWaypoint++
Feb 25, 2016 at 18:37 history edited Mark CC BY-SA 3.0
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Feb 25, 2016 at 18:29 history asked Mark CC BY-SA 3.0