I’m trying to create a sort of pathfinder using the Physics behavior, I know that I can divide 360 between the number of directions I have and then work with the angles. However, there’s some ranges where it looks weird to move the character diagonally so I want to setup a range to consider so that is not exactly the result of dividing the angles.
Here’s a video of the movement Send Anywhere, and a screenshot of the conditions I have so far. Any help would be awesome. Also, if anyone knows an easier way to deal with pathfinding with physics please let me know XD jaja.
Hello what I’m trying to do is to create a range of angles to run an animation for each specfic range, but I guess I keep cancelling one with another. I don’t know how to approach this. I’m doing a top down game but using physics not top dow movement behavior.
OK. So, you should use the object angle value as condition to change animation.
If the angle is > 45 and if the angle is < 135, change animation to …
I recommend you use a text object to check the angle value during test play:
It will help you figure out what’s going on.
It’s possible that you’ll need to do: “if the angle is > 360, subtract 360 from the angle”.