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This question was closed Feb 09, 2018 at 03:05 PM by Bunny83 for the following reason:

Problem is not reproducible or outdated

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Question by ltlead · Feb 09, 2018 at 12:42 PM · c#pathfindingoffsetastarnodes

A* pathfinding - incorrect nodes calculated

All my scripts find the correct vector3 position for both the start and end position however when the nodes to use for these positions are calculated they always seem to be offset by 5 nodes in the z direction.

I have checked the maths and it all works out, yet the incorrect nodes are still calculated.

     public Node NodeFromWorldPoint(Vector3 worldPosition) {
         float percentX = (worldPosition.x + gridWorldSize.x/2) / gridWorldSize.x;
         float percentY = (worldPosition.z + gridWorldSize.y/2) / gridWorldSize.y;
         percentX = Mathf.Clamp01(percentX);
         percentY = Mathf.Clamp01(percentY);
 
         int x = Mathf.RoundToInt((gridSizeX-1) * percentX);
         int y = Mathf.RoundToInt((gridSizeY-1) * percentY);
         return grid[x,y];
     }

The error must be in here yet after days and days of working on this one issue I can't find it. Any ideas would be greatly appreciated.

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avatar image Bunny83 · Feb 09, 2018 at 12:56 PM 0
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What are your values for gridWorldSize and gridSizeX, gridSizeY? Also what's the type of those variables?

avatar image ltlead Bunny83 · Feb 09, 2018 at 01:11 PM 0
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gridWorldSize.x = 80, gridWorldSize.y = 160. gridWorldSize is a Vector2, x and y are floats.

avatar image ltlead Bunny83 · Feb 09, 2018 at 01:14 PM 0
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gridSizeX = 40 and gridSizeY = 80 and they are int values derived from gridWorldSize / nodeDiameter where nodeDiameter = 2.

avatar image TreyH · Feb 09, 2018 at 01:09 PM -1
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Should

 float percentY = (worldPosition.z + gridWorldSize.y/2) / gridWorldSize.y;

be

 float percentY = (worldPosition.y + gridWorldSize.y/2) / gridWorldSize.y;

?

avatar image ltlead TreyH · Feb 09, 2018 at 01:12 PM 0
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I'll try it but as I understand, I need to use z as gridWorldSize is a Vector2 and worldPosition is a Vector3.

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Answer by ltlead · Feb 09, 2018 at 01:53 PM

Fixed it. After trawling through and rewriting all of my code with the persisting problem, my A* gameobject transform was (0, 0, 9), resulting in a difference of 9 units between my scripts and hence 5 nodes.

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