In this episode of the rootmotion based locomotion series, I am going to implement a AI controlled NPC character which use the same rootmotion based locomotion system as the player character we have developed so far. By doing this, just like the player, NPC character will have turn and stop animations even if it is actually controlled by an AI. The problem with using conventional AI_MoveTo functions with rootmotion based movement animations is, the movement cause by the animation fails/overrides the AI_MoveTo npc movement. So, here we will have to implement a custom alternative AI_moveTo function which supports root motion animations.
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