It looks as if the Move action is missing a != Vector3.zero check. Probably when the Move action faces toward the target, an invalid Vector3 is not checked before calling Quaternion:LookRotation.
Logging this error repeatedly impacts performance. See the stacktrace below.
Look rotation viewing vector is zero
UnityEngine.Quaternion:LookRotation(Vector3)
RAIN.Utility.MathUtils:GetLookAtAngles(Vector3, Vector3, Vector3)
RAIN.Motion.SimpleSteering:Face(Vector3, Vector3, Vector3, Single, Single)
RAIN.Motion.SimpleSteering:DoDirectMovement(AI, Vector3, Single, Single, Single, Boolean, Boolean)
RAIN.Motion.BasicMotor:Move()
RAIN.BehaviorTrees.Actions.MoveAction:Execute(AI)
RAIN.BehaviorTrees.BTNode:Run(AI)
RAIN.BehaviorTrees.BTWaypointNode:Execute(AI)
RAIN.BehaviorTrees.BTNode:Run(AI)
RAIN.BehaviorTrees.BTSequencerNode:Execute(AI)
RAIN.BehaviorTrees.BTNode:Run(AI)
RAIN.Minds.BasicMind:Think()
RAIN.Core.AI:Think()
RAIN.Core.AIRig:AIUpdate()
RAIN.Core.AIRig:Update()
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This topic was modified 7 months, 3 weeks ago by tgraupmann.