Well maybe additional question - do you have maybe any ideas how I could use Rain with how toolkit2d operates on coordinates?
No, no, thats okay, thanks for taking your time to write a message back.
I come from software development background myself so I have idea that changing even simplest (as it appears to someone that isnt coding on project) feature might have terrible implications.
One question though - at what quarter roughly we are looking into in 2014?
Y- sorry we don’t have a better answer for you. Solving this problem well is a pretty large change in RAIN and trying to rush it would create more problems than it fixes.
Oh okay it looks like ive totally really misunderstood that topic now that im reading it once again
http://rivaltheory.com/forums/topic/upcoming-change-to-rain-movement/
Dang, thats harsh. Not sure where I will find good 2d pathfinding replacement.
There aren’t any near term RAIN updates planned that will help with 2D. Those updates will be coming next year.
Hello
I’ve just started with unity and 2d toolkit, so far Im understanding that Rain operate on xz axis while newest 2d update in unity (and 2d toolkit) operates on xy axis so technically it is possible to make pathfinding working but it does require some additional work (I dont entirely understand how to change planes, generate navmesh and then reset planes or however it should be done honestly), BUT i’ve seen somewhere that it is planned soon to have a lot easier support for 2d in Rain. Something about 3rd december.
Should I start figuring out workarounds or just wait? It just seems to good to be true
Cheers.
I’m guessing you just need to rotate the base model so that it faces the camera and looks correct with regard to forward direction. For example, if the 2D view was intended to look like the profile of a person, you would rotate the model so that it was mounted sideways with regard to the x/z plane (i.e., looking at it from a 3D view it would be lying on its side) and then rotate the model around the y axis so that it faced correctly. From RAIN’s perspective, it will be dragging the model sideways, but that’s just fine.
Of note, I haven’t played with the Unity 2D stuff, so I don’t actually know how you mount a 2D model (sprite) to a game object in the 3D world. Even so, I suspect something similar to what I’m suggesting will work.
Is your 2D game set as an XZ plane game looking down the Y axis?
Hello everyone!
Iam currently getting to know Unity better by prototyping a small 2d game. I have played around with Rain:Indie and already enjoyed your active support on the old forum (is there a chance that i can use my old account here too?)
When i started putting some AI on my sprite based monsters, it occurred to me that Rain makes my monster look at its target. Since Rain is tailored to a 3d environment, would that mean that it would just flip my sprite up by 90 degree and make it face the target? It should always face up to the camera and just rotate towards the target.
What would be the best approach for this?
-
This topic was modified 1 year, 2 months ago by ChaosD.
Just a heads up to the community.
We’re looking into a simplified solution for navigating to targets on the NavMesh. The new solution would no longer require that
(a) the AI be located directly on the ground, or
(b) the move to location be located on or close to the ground
Instead, the movement system will make some assumptions about navigating and moving when 3D movement is not enabled, and will attempt to “do the right thing” by pathing in 3D but path following in 2D.
I suspect most of you will be in favor of this change, but if anyone has questions, concerns, or objections, please voice them here.
Ok, I tried recreating the character from scratch and found where the problem might be. When I try applying the ‘Behavior Tree Asset’ (AI->Mind->Behavior Tree Asset) I click to pull up options and instead of showing the available Behavior Trees I get an error and an empty list.
Error:——————————-
Exception of type ‘UnityEngine.ExitGUIException’ was thrown.
at UnityEngine.GUIUtility.ExitGUI () [0x00000] in C:\BuildAgent\work\ea95e74f6e5f192d\Runtime\ExportGenerated\Editor\GUIUtility.cs:126
at UnityEditor.EditorGUI.DoObjectField (Rect position, Rect dropRect, Int32 id, UnityEngine.Object obj, System.Type objType, UnityEditor.SerializedProperty property, UnityEditor.ObjectFieldValidator validator, Boolean allowSceneObjects, UnityEngine.GUIStyle style) [0x0028f] in C:\BuildAgent\work\ea95e74f6e5f192d\Editor\Mono\GUI\ObjectField.cs:99
at UnityEditor.EditorGUI.DoObjectField (Rect position, Rect dropRect, Int32 id, UnityEngine.Object obj, System.Type objType, UnityEditor.SerializedProperty property, UnityEditor.ObjectFieldValidator validator, Boolean allowSceneObjects) [0x00000] in C:\BuildAgent\work\ea95e74f6e5f192d\Editor\Mono\GUI\ObjectField.cs:12
at UnityEditor.EditorGUI.ObjectField (Rect position, UnityEngine.GUIContent label, UnityEngine.Object obj, System.Type objType, Boolean allowSceneObjects) [0x0001a] in C:\BuildAgent\work\ea95e74f6e5f192d\Editor\MonoGenerated\Editor\EditorGUI.cs:2318
at UnityEditor.EditorGUI.ObjectField (Rect position, System.String label, UnityEngine.Object obj, System.Type objType, Boolean allowSceneObjects) [0x00000] in C:\BuildAgent\work\ea95e74f6e5f192d\Editor\MonoGenerated\Editor\EditorGUI.cs:2305
at UnityEditor.EditorGUILayout.ObjectField (System.String label, UnityEngine.Object obj, System.Type objType, Boolean allowSceneObjects, UnityEngine.GUILayoutOption[] options) [0x0007c] in C:\BuildAgent\work\ea95e74f6e5f192d\Editor\MonoGenerated\Editor\EditorGUI.cs:4544
at RAINEditor.Minds.RAINBasicMindEditor.DrawInspector (System.String aLabel, RAIN.Serialization.FieldWalkerList aWalker) [0x00000] in <filename unknown>:0
at RAINEditor.TypeEditors.RAINTypeEditor.DrawFieldForInspector (System.String aLabel, RAIN.Serialization.FieldWalkerList aWalker) [0x00000] in <filename unknown>:0
at RAINEditor.TypeEditors.RAINTypeEditor.DrawFieldForInspector (RAIN.Serialization.FieldWalkerList aWalker) [0x00000] in <filename unknown>:0
at RAINEditor.Core.AIEditor.DrawInspector (System.String aLabel, RAIN.Serialization.FieldWalkerList aWalker) [0x00000] in <filename unknown>:0
at RAINEditor.TypeEditors.RAINTypeEditor.DrawFieldForInspector (System.String aLabel, RAIN.Serialization.FieldWalkerList aWalker) [0x00000] in <filename unknown>:0
at RAINEditor.TypeEditors.RAINTypeEditor.DrawFieldForInspector (RAIN.Serialization.FieldWalkerList aWalker) [0x00000] in <filename unknown>:0
at RAINEditor.Core.AIRigEditor.DrawComponentForInspector (RAIN.Serialization.FieldWalkerList aWalker) [0x00000] in <filename unknown>:0
at RAINEditor.Core.RAINComponentEditor.OnInspectorGUI () [0x00000] in <filename unknown>:0
UnityEngine.Debug:LogError(Object)
RAINEditor.Core.RAINComponentEditor:OnInspectorGUI()
UnityEditor.DockArea:OnGUI()
————————————————
However, I was able to drag in the BehaviorTree from the project folder.. After resetting up the entire character prefab it works as expected.. With the exception of the error when exploring Behavior Trees. To fix this I can probably just re-import the RAIN asset; But I’ll leave it as-is for now incase you want me to do any debugging, just let me know..
Thanks for your help.
You can move a Waypoint at any time.
Chipmunk only support 2D Vectors… I will try to use Rain for a prototype and with chipmunk and 2D toolkit.
Is it possible to Warp a Waypoint to an other position?
Here’s the thing - most of RAIN can be used for 2D games. However, RAIN currently requires the standard Unity axis setup (movement in the xz plane, y up). We have plans to allow RAIN to accept alternate axis in a future update.
I using chipmunk 2D physic engine and unity… but would the waypoints working for 2D only? etc…