Resolving the Flying AI Bug: Boundary Fix in Level One Environment

 

While the initial testing of AI units showed promise, an unexpected issue surfaced when we integrated the flying AI into the official level one environment. An unusual bug emerged, where the upper bounds of the flying AI were being disregarded when placed in an elevated location within the terrain of level one. This, in turn, hindered the unit from carrying out its essential functions and completely disrupted player interactions.

 

Through a series of thorough AI tests, we pinpointed the root of the problem to be the assignment of the lower bounds, which was inadvertently causing the upper bounds of the AI to extend far beyond their intended limits. This anomaly led to the flying unit soaring high above the level, out of the player's reach.

 

To address this issue, we made a strategic adjustment by assigning the lower bounds before implementing the Z Offset and setting it to the initial position of the AI's mesh, firmly grounded on the level's floor. This modification effectively decoupled the upper and lower bound limits, resolving the problem of the AI soaring to unreachable heights above the level.


Author: Justin Bethea

Posted on 10/13/2023









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