Path is currently the most important bit for my new game but since there is no preset for it, I am stuck with an issue. See demo below, you notice that the ball moves without hitting path radius but when it hits it, I expect it to move just as Trey showed us in the demo but this does not move and it for some reason stops the ball from moving further or even backwards Any help will be much appreciated or if you guys can send me screenshots of the preset, that would be amazing https://www.dropbox.com/s/0q64kuu3ciicw8f/ice_video_20160115-171012.webm?dl=0
I believe Trey said that it will work in direct movement mode only "Also, right now Path's will only work if you are in Direct Movement mode. Fairly minor stuff, but I wanted you guys to be aware."
@andre_sprs if I get you right, unchecking everything else and leaving Direct Movement should work but this is what happens. It just stays there
I used the simple game demo and created a path and it worked without any issues. Direct movement, Forced Movement, Fixed Rotation were checked by default
Ah I see, not all the game sample work with it. The platformer sample did not work but the simplegame worked. So what is the difference since both have direct movement checked.
@sysads Forces like gravity for example will muck with Path right now. In addition to game control movements. Likely you will need to wait until the next release for them to work better in your game. I'm not sure a platformer is the best example to showcase the use of paths... but hey maybe that is the next big game.
Thanks @Andy but except I am seeing double , I am very sure Trey's demo in the intro video, he used platformer to demo path
I think that Andy is right about gravity. When I tested with platformer, it would move the character to the right but couldn't lift the character up. (because of gravity) I will play around with the gravity setting to see if it works.
I got it to work, but I think that it's best to wait for the update. https://www.dropbox.com/s/ai0zd8i97wt5i21/platform_test.mov?dl=0
Ah I just figured out the issue - Character Max Speed Y-axis was zero so just took that up and it worked
You could always have an invisible power-up to turn off gravity on top of the path logic or right before it which is set to the duration at which it takes the path to run. Does changing the Y axis speed not make the char jump really fast??