Thank you! Your comment on the tower placement gave me good ideas to improve it. Probably a tile outline on the ground for each towers and obstacles would make it cleaner. With a small drop animation of the tower on the ground with white dust particles.
I made the map with the Tilemap and the Grid by using the Tile Palette and the Rule tiles. For the ai, its simple: (oversimplified)
direction * speed
where the direction is heading over a chosen target. This is what is behind the offscreen magic:
void OnBecameVisible() { collider.enabled = true; } void OnBecameInvisible() { collider.enabled = false; }
The problem? I did not check exacly when these functions are called, but by unchecking the collider on each enemies (3) it should fix the issue.
For the end fight, I heard about it yesterday for the first time. You are the first one to point it out here. I will add it to the bug list