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What is it:
The enemy flips when finding wall, another check happens before the rays are re-drawn in front, enemy flips again and so on... EnemyState.PhysicsUpdate (all checks done here) IdleState.Exit() -> Flip() Skeleton_TargetDetectedState->LogicUpdate() -> if (targetDetectedBackward) entity.Flip();
How to debug it:
The problem is Flip() happens when it should not and /or wall is detected when is not.
So Debug.Log or Breakpoint in those functions should do
How to fix it:
Move checks in EnemyState.LogicUpdate
The text was updated successfully, but these errors were encountered:
What is it:
The enemy flips when finding wall, another check happens before the rays are re-drawn in front, enemy flips again and so on...
EnemyState.PhysicsUpdate
(all checks done here)IdleState.Exit() -> Flip()
Skeleton_TargetDetectedState->LogicUpdate() -> if (targetDetectedBackward) entity.Flip();
How to debug it:
The problem is Flip() happens when it should not and /or wall is detected when is not.
So Debug.Log or Breakpoint in those functions should do
How to fix it:
Move checks in
EnemyState.LogicUpdate
The text was updated successfully, but these errors were encountered: