Skysphere, wfc tile collider and pathfinding

Today I was little bit more scattered. I tried to fix a couple of issues with the selection priority but not a lot of luck. I did however set up a collision bound that is closely tied to the visual appearance with the WFC tiles. So i believe the location selection now is a bit more accurate.

bended-location-collider.gif

I then was trying to tweak the skysphere so the clouds are more prominent at the horizon. however i didn’t get much success except for tweaking the size of the skybox. which is a little tricky because if i want the map to continue extending it will get out of the skybox bound if it is too small

I also spend some time looking into how to have a better path finding system compared to the “simple move to” available for the player controller. there are some solutions on the internet where i can possess with an ai controller so i can take advantage of the path finding node set. I didn’t dig too deep so i probably need to do some more due diligence

Next steps

  • due diligence for the path finding

  • shading with the darker lighting condition