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Question by Slence · Jul 30, 2014 at 11:39 AM · gameobjectruntimefollow

A* Follow in runtime

With the A* path finding component, I can move gameobjects from point A to B. For example in the Start() method:

 seeker.StartPath( transform.position, target.transform.position, OnPathComplete );

My question is: How would I make it possible to recalculate the path everytime gameObject B moves, so that GameObject A will always chase GameObject B?

My idea was to recalculate the path every variable in time, like:

 void Recalculate (){
 //If gameobject is moving and cooldown is < 0
 //Recalculate the Path
 //Set some kind of cooldown
 }

However, this gives enormous framerate drops. I hope you can point me in the right direction on the algorithm needed for this. Thanks for reading!

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avatar image Arcadewiz · Jul 30, 2014 at 11:51 AM 0
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I am not sure if I get this right but you could try parenting GameObject B to GameObject A in a script, like

GameObjectA.parent = GameObjectB;

avatar image dbrizov · Jul 30, 2014 at 12:04 PM 0
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You can check the Unity S$$anonymous$$lth Project for some tips. You need the DoneEnemyAI.cs and DoneEnemySight.cs scripts. The enemy is navigating to the character on sight using a Nav$$anonymous$$eshAgent. Sorry mate, I haven't done anything like this before, and I can't help you properly, but at least you can check their code.

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