Unity – Companion AI with NavMeshAgent causing jittery movement on the X-Axis

I’m trying to do a companion AI that follows around my player but with a certain distance. I first tried to self-program the movement behavior. but realized quickly that a NavMeshAgent offers more simple solutions to what I’m trying to archieve.

Now the problem is that my AI doesn’t follow around smoothly. It’s surely not because of the camera, since my player and my enemy AIs do not have these jittery movement. My script is as simple as it can get:

private Transform target; private NavMeshAgent agent;  public Animator partnerAnim; public GameObject player;  private void Start() {     // set target to player transform     target = GameManager.GM.playerMachine.transform;     agent = GetComponent<NavMeshAgent>(); }  private void Update() {     // Determining wether to play the walk animation or not     partnerAnim.SetFloat("normalizedSpeed", Mathf.Clamp01(agent.velocity.magnitude));      agent.SetDestination(target.position); } 

My stopping distance is at 2 and my speed is at 3.5. No matter how I change these values, the jittery movement won’t change.

I also have a rigidbody attached to my NavMeshAgent, and I made sure to turn on "isKinematic", and I also removed it to check if that solves the problem, but it didn’t.

The weird thing is that it only seems to be a problem when moving along the X-Axis. When I move on the Z-Axis only, my partner is following my player smoothly (I’m guessing this is because I increase the speed of my player on the Z-Axis, but I don’t really see the connection with my problem here. If it would be a speed problem, then lowering the speed on my AI would’ve fixed this, but it didn’t.)

Here are the full NavMeshAgent settings.

If you have any guesses please let me know. Thanks in advance!

Can you have a companion from your backstory?

My character’s backstory is that he had to flee his city because he used a spell to save his best friend in the city watch (a made-up city where spells and powerful magic were privileges that only nobility could have; it was illegal for commoners other than having simple magic items, like a broom that sweeps by itself). My character had been studying in secret and is a level 3 fighter with eldritch knight archetype.

Note: this is actually a replacement character in case my main one dies or if I play a campaign that starts at level 3.

Is there a way to establish that his best friend ran away with my character and become a companion or something? Or, does that have to stay in my backstory?

While I realize that some responses will be "ask your DM" I’m looking for (1) if there is a way to do this and (2) if you have experience in making this work.

This is my third D&D character so I’m still new-ish to the game and I’m not entirely sure if this is feasible and/or practical.

Can my Primal Companion roll initiative instead of my character?

In Tasha’s Primal Companion feature it doesn’t say that the beast doesn’t roll initiative, just that it acts during the player’s turn. Is that enough to mean that it’s the player that has to roll initiative?

I assume the answer is yes, but it would be nice if you were playing a strength build ranger, or to take advantage of the Primal Bond.

Giant Insect and Ranger’s Companion

In the Players Handbook I noticed Giant Insect spell. Everything is clear with text, although the non-standardized wording is a little embarrassing. However, I was interested in the presence of Spider and Scorpion in arthropods list (I will further mention only the Scorpion), since they can be Beastmaster’s pets. It looks like interesting function, but in this case intersect two very unique override texts (Giant Insect spell and Ranger’s Companion skill), from which many questions arise.

Giant Insect


You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Ranger’s Companion

At 3rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower (appendix D presents statistics for the hawk, mastiff, and panther as examples). Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. […]

  1. Im correct that the transorm form isn’t "true form" of creature, and the Giant Scorpion still remains Ranger’s Companion with all the bonuses? In fact, the Scorpion only has replaced Statistics and all other buffs/effects remain?
  2. In Giant Insect lacks typical text, unlike other similar "transform" spells:
    The target assumes the Hit Points of its new form. When it reverts to its normal form, the creature returns to the number of Hit Points it had before it transformed. If it reverts as a result of Dropping to 0 Hit Points, any excess damage carries over to its normal form.
    In this case, do I understand correctly that for this transformation all these points are invalid? I’m only confused by the beginning, because then the Giant Scorpion gets Hit Poins of common Scorpion, or this part of the text implied in "The GM has the statistics for these creatures…"?
  3. Ranger’s Companion text and the Giant Insect text contain a unique override rules of acting. These rules are override or mashup with each other? In case of override, then Giant Insect begins to follow the rules of the Ranger’s Companion, or vice verse?
    Correct my interpretation if I’m wrong. Rules do not contradict each other, and hence mash up. The companion gains the same initiative as the player (Ranger’s Companion), but acts on the player’s turn (Giant Insect). Both the spell and the companion rules allow me to control the Giant Scorpion, but in case of spell the commands could be interpreted by GM, and now GM’s jurisdiction is limited to the need to accurately execute my commands. However, now the Giant Scorpion can not perform any actions except Dodge if I don’t order command with my action.
  4. The question is purely formal. Logic suggests that the word act is explained here:
    ...and resolves their actions and movement
    But the term itself is very confusing. I do understand correctly that the word "act" in context means "actions", "bonus actions" and "move" together? Or this term completely free for DM interpretations?
  5. Additional question. If we agree that act is all activity and that interpretation in the third paragraph is correct, what happens if we mounted Giant Scorpion as independent mount? I understand correctly that the Giant Scorpion turn separately from us, gets its turn with our Initiative, but will act on our turn? Im correct that in this way we get a "controlled" mount in fact (Actually independent, but which moves on our turn according to our commands), which will not be limited in actions among other things (Only by the rules of the companion, and if they are not there, then any actions are available)?

When I cast Simulacrum to make a copy of a creature with a feature like Rangers Companion, do I get a free animal companion to go with it?

The Simulacrum spell contains an interesting clause.

It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any Equipment. Otherwise, the Illusion uses all the Statistics of the creature it duplicates.

Since the Companion feature is part of a creatures statistics, this means that it should get duplicated, I think. So if I were to duplicate a creature that has a feature like Rangers Companion (or something similar), does the animal companion automatically come with it?

Related questions that would have an answer based on the answer to the primary question:

  • If we don’t get a free companion, can the simulacra bond with a new one?

  • If we do get one, would it also be an illusion, or is it a real flesh-and-blood creature?

  • If the Simulacra dies, does the companion instantly die as well?

  • If the companion dies, can the Simulacra bond with a new companion?

Does the Beast Master’s Primal Companion feature allows the beast to take two Actions in a single turn?

I watched a video from Dungeon Dudes on YouTube where they rated the Ranger subclasses. Around the 23:18 mark, they mentioned that the new Beast Master’s Primal Companion feature from Tasha’s Cauldron of Everything can allow the Ranger to forgo one of their attacks to allow the Beast to take the Attack action, on top of the action that they can make using the Ranger’s bonus action. The Primal Companion feature description says the following:

Primal Companion

In combat the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

As far as I know, a creature can only take one action on their turn. Is this a specific ruling for the Primal Companion since it doesn’t have its own turn because "it acts on your [the Ranger’s] turn?" Also does this mean that the Ranger can break up their movement, actions, and bonus actions with the Beast’s on their turn, essentially controlling two characters freely? In the video, Monty mentioned that a level 11 Beast Master Ranger can make one attack and have the beast attack four times which is crazy in my opinion.

Dungeon World DM companion app [closed]

I’ll be DMing a 10 people group in Dungeon World, so I figured keeping track of everything using pen&paper could be difficult. I’m searching for an app that is specific for Dungeon World, with things like connections between character, selected moves and spells, etc, on top of classic stats like hp, coins, exp, ammo that are more generic.

A huge plus would be a monster tracker, where I’d keep track of monsters’ health.

If I can’t find a DW specific app, I’d like at least a generic DM companion app to help me. I’m looking for an Android application.

Does the Ranger’s Companion synergize with the Ranger?

The Ranger Beast Master subclass gets an animal companion under the ranger companion ability, which for free can move about the battle field, or using the Ranger’s action can make an attack. Being a cr 1/4 creature, that attack is generally worse than the attack the ranger has by the time he gets the companion.

If the ranger was multiclassed a rogue, I could see the use of the companion moving about to be adjacent to enemies, but I’m not seeing what synergizes well without multiclassing.

Am I missing something, or should I tell my friend that his assessment is correct, and he should only choose the beast master if he wishes the fun of his animal companion but that the creature itself will not actually synergize very well with his class abilities?

I prefer a rules as written answer.

Is it worth buying the “Super Powers Companion 2nd Edition” if I have 1st Ed. and the free changes supplements?

I own the original SW: Super Powers pdf that came out some years ago, however my group and I have been playing with the PDF that Pinnacle released with the rules for power creation.

I’d like to know if the changes in the second edition are significant enough to consider buying it, since I haven’t been able to find a list of the chapters of the book to know if there’s anything special beyond the rules changes on powers, such campaign creation advice, how to make heroic NPCs and villains, etc.

Does Wild Companion ignore the 1 hour cast time of Find Familiar?

Druid Optional class feature in Tasha’s Cauldron of Everything, Wild Companion, states:

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Find Familiar states:

Casting Time: 1 hour
Range: 10 feet
Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

Does this mean that a level 2 Druid has to spend 1 hour to get a Familiar for 1 hour? Does this mean that the Druid can cast a Familiar much faster than a Warlock can?