So, i have the "get next child" action running in concert with the "move to" action and it works on the first run through, but on the second one, it's not moving to the second point i need it to and the moveTo action is stalling out, not finishing as i have defined it to do so.
the finish distance is set to one unit...
i've run the test and the "get next child" action is working fine (it's cycling through though not in the proper order that i'm telling it to but i can work around that one... i'm going to hazzard a guess that that action is based on the order created and not the order in the heirarchy window) but still, the moveTo isn't clicking into action...
when i turn off the "smooth look at" that's also in there, it's working... but not when i have it on.
i can provide a template if needed for testing.
EDIT: so... turning off the "smooth look at" only cycles through two of the four points (they're waypoints) and exiting the system... is this possibly a bug with get next child? i'll try wiring it directly up to four separate states to test further.
EDIT:: yep, four separate states with four hard-coded in waypoints works fine... so, it's looking like "get next child" is causing some issues.
EDIT::: And confirmed that it's picking in the order of creation, not order in the heirarchy.
EDIT:::: also confirmed that this issue is happening with the iTween Move to action as well.
I've put in a "next frame event" between when i tell the Get Next Child action to cycle and then move towards... so i think there's a timing issue in there... so, that's a workaround but just a head's up that there could be something iffy about the "get next child" action.