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Update LKG docs spliting PhysX Collider into PhysX Primitive Collider and PhysX Mesh Collider. (#61)
Signed-off-by: moraaar <[email protected]> Signed-off-by: Fuzzy Carter <[email protected]>
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testing-guidance/workflow-tests/ai/ai-lkg-workflows.md

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| **Configure an the second entity to act as the Ground Entity.** | <ol><li>On the Ground Entity add the following components:<ul><li>White Box</li><li>White Box Collider</li></ul></li><li>In the default Transform component, modify the scale to 6.</li><li>Resize the white box to be enveloped by the NavMesh entity.<ul><li>![](images/nav-mesh-covers-whitebox.png)</li></ul></li></ol> | <ul><li>Components can be added and configured to the entity.</li></ul> |
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| **Configure the third entity to act as the destination Entity.** | <ol><li>On the Destination entity add the following components:<ul><li>Box Shape<ul><li>Game View: True</li><li>Visible: True</li><li>Filled: True</li><li>Shape Color: Desired Color</li><li>Dimensions: 1.0, 1.0, 1.0</li><li>![](images/nav-mesh-destinationentity-example.png)</li></ul></li></ul></li></ol> | <ul><li>Components can be added and configured to the entity.</li></ul> |
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| **Configure the Fourth entity to act as the Navigator Entity.** | <ol><li>On the Navigator entity add the following components:<ul><li>Detour Navigation Component<ul><li>Set to your Navigation Mesh entity.</li></ul></li><li>Mesh<ul><li>Apply a desired mesh (EG: cylinder, cube, hermanubis, ...).</li><li>Sort Key: 1</li></ul></li><li>Material<ul><li>Apply a desired default material (EG: 15_red_tex, 18_cyan_tex, ...).</li></ul></li><li>Script Canvas<ul><li>Apply the script canvas from instructions below.</li><li>Speed: desired speed in float (eg: 3.0).</li><li>NavMesh: Your NavMesh entity.</li><li>Destination: Your Destination Entity.</li><li>![](images/recast-navigator-entity-example.png)</li></ul></li></ul></li></ol> | <ul><li>Components can be added and configured to the entity.</li><li>Script Canvas Component displays the expected variables.</li></ul> |
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| **Create a maze of Obstacle Entities using the last Prerequsite Entity as the template.** | <ol><li>On the Obstacle entity add the following componenets:<ul><li>Mesh<ul><li>Apply desired mesh (EG: _box_1x1, _cylinder_1x1, ...).</li></ul></li><li>Material</li><li>PhysX Collider</li></ul></li><li>Scale the Obstacle Entity as desired.</li><li>Duplicate the Obstacle Entity and modify the position and scale enough times to create a maze.<ul><li>![](images/recast-nav-maze-example.png)</li></ul></li></ol> | When placing obstacles, the gray area will be updated during editor preview.<br/> ![](images/obstacle-recast-mesh-update.png)<br/> |
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| **Create a maze of Obstacle Entities using the last Prerequsite Entity as the template.** | <ol><li>On the Obstacle entity add the following components:<ul><li>Mesh<ul><li>Apply desired mesh (EG: _box_1x1, _cylinder_1x1, ...).</li></ul></li><li>Material</li><li>PhysX Collider</li></ul></li><li>Scale the Obstacle Entity as desired.</li><li>Duplicate the Obstacle Entity and modify the position and scale enough times to create a maze.<ul><li>![](images/recast-nav-maze-example.png)</li></ul></li></ol> | When placing obstacles, the gray area will be updated during editor preview.<br/> ![](images/obstacle-recast-mesh-update.png)<br/> |
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| **Create a Script Canvas script to drive the Navigator to find the Destination.** | Script: [navigation.scriptcanvas](testassets/navigation.scriptcanvas)<ol><li>Use the attached script as the script attached to the Navigator entity<ul><li>Upgrade the script through the Script Canvas upgrader tool if needed.</li></ul></li><li>Recreate the attached script and make it the script attached to the Navigator.<ul><li>After above works, modify Generate Waypoints to use "Find Path Between Two Entities" vs "Find Path Between Two Points" in the Generate Waypoints group.</li></ul></li></ol> We want to test both scenarios to verify that an existing script and a newly created script function. | <ul><li>Script processes through Asset Processor without issue.</li><li>Script Can be applied to the Script Canvas component.</li><li>When recreating the Script Canvas, nodes to not cause crashes or other Script Canvas failures.</li></ul> |
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| **Execute Level in Game Mode or Launcher with various maze layouts.** | <ol><li>Execute game mode to verify that the Navigator will navigate to the Destination while avoiding Obstacles</li><li>Place the destination in various positions and verify that the Navigator continues to navigate to the Destination while avoiding Obstacles.</li><li>Change the shape of the whitebox to include angles for the Navigator to climb while navigating.<ul><li>Additionally, you can play with the **Recast Navigation Mesh → Agent Max Slope.**</li></ul></li><li>Play with the **Recast Navigation Mesh** values under **Advanced Configuration** and **Agent Configuration.**</li></ol> | Navigator will attempt to reach the destination in the shortest route possible.<br/>![](images/navigator-navigating.gif) |
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| **Explore Further.** | <ol><li>The Ground Entity can be set up to use PhysX Terrain, PhysX Collider, and PhysX Shape Colliders instead of White Box & White Box Colliders.</li><li>Attempt to modify the navmesh during gameplay. This can be done by disabling the rigidbody component.</li></ol> | Nav Mesh will map correctly to any supported Nav Mesh colliders and the Navigator entity will navigate around Obstacles to the Destination Entity. |

testing-guidance/workflow-tests/animation/animation-lkg-workflows.md

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- Broken Animation behaviors.
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## Supported Component Variants
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### PhysX Collider shapes
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### PhysX Primitive Collider shapes
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* Box
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* Capsule
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* Sphere
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* PhysicsAsset
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* Cylinder
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## Workflows
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