{"id":794,"date":"2015-11-25T12:01:45","date_gmt":"2015-11-25T12:01:45","guid":{"rendered":"http:\/\/faulknermano.com\/blog\/?p=794"},"modified":"2015-11-25T12:01:45","modified_gmt":"2015-11-25T12:01:45","slug":"unity-waypoint-with-wait-behaviour","status":"publish","type":"post","link":"http:\/\/faulknermano.com\/blog\/unity-waypoint-with-wait-behaviour\/","title":{"rendered":"Unity: Waypoint with &#8216;wait&#8217; behaviour"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-795\" src=\"http:\/\/faulknermano.com\/blog\/wp-content\/uploads\/2015\/11\/waypoints_with_wait_behaviour.gif\" alt=\"waypoints_with_wait_behaviour\" width=\"640\" height=\"480\" \/><\/p>\n<p>So here&#8217;s some visual aids!<\/p>\n<p>The GIF above shows a simple waypoint system with an implicit behaviour system on the NavAgent game object.\u00a0Currently, there&#8217;s only a &#8216;wait&#8217; 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.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So here&#8217;s some visual aids! The GIF above shows a simple waypoint system with an implicit behaviour system on the NavAgent game object.\u00a0Currently, there&#8217;s only a &#8216;wait&#8217; 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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[52,351],"tags":[],"class_list":["post-794","post","type-post","status-publish","format-standard","hentry","category-game-development","category-unity"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1gtd2-cO","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts\/794","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/comments?post=794"}],"version-history":[{"count":1,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts\/794\/revisions"}],"predecessor-version":[{"id":796,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/posts\/794\/revisions\/796"}],"wp:attachment":[{"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/media?parent=794"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/categories?post=794"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/faulknermano.com\/blog\/wp-json\/wp\/v2\/tags?post=794"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}