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zeling_v2/Assets/SensorToolkit/Examples/Fundamentals 2D.unity
2026-05-23 08:48:48 +08:00

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comment: 'The Trigger sensor listens for physics events ''OnTriggerEnter'' and
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almost always a Kinematic RigidBody too, it''ll warn you if it''s missing.
This
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comment: 'The Steering Sensor seeks a target position and avoids signals produced
by an input sensor. It calculates a steering vector representing a desired point
to move to.
There are some simple built-in locomotion systems for Rigid
Bodies or Character Controllers. These are optional, you can use the the sensor
to calculate a Steering Vector and feed this into your own locomotion system.
This
example avoids signals detected by a Range Sensor.'
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Different
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comment: 'I''ve enabled ''Safe Mode'' on the sensor in this example. This mode
protects against a quirk in Unity.
If a detected object is disabled then
no ''OnTriggerExit'' event is called. So the sensor has no way of knowing that
it''s no longer detected.
In safe mode the sensor will listen to ''OnTriggerStay''
as well in case an object was disabled. It''s not a perfect solution though,
it''s worse for performance and it may take a few frames before the object is
removed from the list.
The correct way to solve the issue is to move an
object far away from any sensors right before disabling it. This will ensure
the ''OnTriggerExit'' event is called. This is one of the nuances of Trigger
colliders in Unity.
Obviously the correct solution is a bit of a hassle,
so ''Safe Mode'' is available as a compromise.'
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around the agent.
Configurations with Ray sensors can work better then
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I''m only generating one test point per object and it still gives
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