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.