Skip to content

SetPathJump

Similar than SetPath, but after the MoveTowards call, the entity forcejump is set to true which makes it jump during its FixedUpdate when moving to the next node if possible.

Frequency meaning

The same than SetPath.

Additional data

The same than SetPath.

SetUp

This has no logic unlike SetPath.

DoBehavior

The same than SetPath, but when the MoveTowards call occurs, it will set the entity forcejump to true which makes it jump when possible during the move to the next node.

Update (Inactive, every 3 frames)

This has no logic unlike SetPath.

EntityControl.Death

The same than SetPath.

RespawnEnemy

This has no logic unlike SetPath.