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A* Pathfinding AB Path usage without Seeker
I have tried asking this question on the A* forums but have not had a response in almost a week:
http://arongranberg.com/vanillaforums/discussion/1223/very-simple-abpath-query
So wanted to ask here incase anyone may know the answer. The gist of the question is around using the ABPath static class to create a path between 2 points. So I want to provide 2 positions, get a path between them and then using my own movement mechanism (character controller, rigid body, raw transform etc) move from point to point.
As mentioned in the above link, I do the logic which I would expect to get the vectors for the path, but the moment I start moving to the first point it moves the character in the opposite direction to what I would expect and just keeps making them wander, so I am not sure if I am doing something incorrectly or if there is a possible bug.
I am sorry to direct readers to a previous link but I would rather not re-type everything out again when the detail is available in there.
Answer by Macro · Mar 31, 2014 at 08:20 AM
You can easily use the pathfinding without the seeker, although the seeker does allow you more control.
The forum post above shows more detail on it however the below should suffice.
var startPosition = sourceGameObject.transform.position;
var endPosition = destinationGameObject.Value.transform.position;
var pathFinishedDeletate = new OnPathDelegate(path =>
{
if (path.error) { OnPathFailed(path); }
else { OnPathSuccess(path); }
});
var pathPlaceholder = ABPath.Construct(startPosition, endPosition, pathFinishedDeletate);
AstarPath.StartPath(pathPlaceholder);
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