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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