Unity: Waypoint with ‘wait’ behaviour

waypoints_with_wait_behaviour

So here’s some visual aids!

The GIF above shows a simple waypoint system with an implicit behaviour system on the NavAgent game object. Currently, there’s only a ‘wait’ behaviour. The waypoints themselves have a WaypointClass which are driving the values in the NavAgent object. The trickiest bit, as usual, was the timing of TimerClass objects, and the proper way of stopping a NavMesh smoothly.