Hi, I want to make some fairies NPCs following the avatar that is controlled by physics using forces. However for the NPCs part I want to control their positions and rotations directly using flocking steering algorithm (http://www.red3d.com/cwr/steer/gdc99/).
1) Set the NPC as kinematic rigid body, and I manually update their positions and rotations by that algorithm, is that possible to still make use of the physics to avoid going into the obstacles for NPC without implementing the collision detection by myself?
2) Set the NPC as non-Kinematic rigid body as I did for the avatar, and all of them are controlled by physics. In this case, since all I need to input are the forces, is that still possible to make use of the flocking algorithm on the NPC to make it follow the avatar? Plus I dont want the NPCs to apply any force to the avatar if they can collide.
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
No one has followed this question yet.
Change bounciness at runtime
Limit How Far an Object is Pushed After a Collision
Is it possible to tell Unity physics to ignore a collision at collision time?
Raycast doesnt detect object in front of rigidbody (player is stuck on wall)
Checking collisions between two objects that don't have rigidbodies