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You're right, that certainly isn't the desired behavior. The current mouse input system wasn't designed with large objects like that in mind. Currently if a clicked mesh belongs to a character, it's set to move to that character's location, but it might be best to remove this behavior and move directly to the clicked point instead.

{
    const raycastPredicate=mesh=>{
        if(!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable){ return false; }
        if(mesh.character){
            if(mesh.character.isFollower||mesh.character.isPlayer){ return false; }
        }
        return true;
    }
    mv3d.processMapTouch=mv3d.util.throttle(function(){
        const intersection = mv3d.scene.pick(TouchInput.x*mv3d.RES_SCALE,TouchInput.y*mv3d.RES_SCALE,raycastPredicate);
        if(intersection.hit){
            const point = {x:intersection.pickedPoint.x, y:-intersection.pickedPoint.z};
            mv3d.setDestination(point.x,point.y);
        }
    },100);
}

Here is some modified code with the undesired behavior removed, you can load it as a plugin after mv3d. I hope this works for you!

Thank you for your reply.

 I don't know much about the program.

 Should I add this code to the last column of the "mv3d" plugin?