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Realistic fps prefab inventory
Realistic fps prefab inventory







realistic fps prefab inventory

Worked around a null reference exception in Unity's ClearPreviewCache that could appear randomly from time to time. Minor reduction in overhead in standalone builds.Īdded a setter for the rotation property of all movement scripts ( IAstarAI.rotation).įixed RichAI always teleporting to the closest point on the navmesh when the script is enabled even if RichAI.canMove is false.įixed old hidden instances of the BatchedEvents object could be left in the scene. In the editor this could lead to a build-up of hidden objects that were not cleaned up until Unity exited.įixed grid graph rules would not work in standalone games when using IL2CPP and bytecode stripping was enabled.Ĭhanged 'The burstified recast code is only supported in Unity 2020.1 or newer. Falling back to the slower pure C# code.' error to a warning to make it less annoying.įixed recast graph rasterizing trees with the incorrect rotation sometimes. The Unity terrain system does not support rotations for trees without a LODGroup. However the pathfinding code would still think such trees were rotated even though Unity always rendered them with a rotation of 0.









Realistic fps prefab inventory