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Dynamic Pathfinding
Our world: We have meshes instead of terrain. And there is two mesh group: Land and sea. Our objects can move on only water or only land or both. We dont need collision calculation between objects. We will move from a Vector3 point to another Vector3 point or closest point of it. But!
Meshes are controllable areas. While we are moving > Our Areas / International Areas (no owner) / Ally Areas / Enemy Areas / Neutral Areas > maybe can move on only some of that list. Sure that mesh list is not static. We can expand our areas etc...
If we arent on a valid mesh, we wont move. Else we will move on valid meshes.
There is not a few meshes. A little much. But basic single-storey. You can think like extruded plane but not square or rectangle.
How can i do that?
Dude, no one has answered your question because it's almost impossible to understand in the first place... It's not just about bad english grammar but, mainly, because you weren't able to clearly communicate the fundamental aspects regarding your problem... Did you use an online translator? Try again!
Answer by sparkzbarca · Jan 24, 2013 at 04:13 PM
use the unity pro built in pathfinding. You just need to make sure you have every mesh which you cant move on updated before the move to reflect it as an obstacle for movement.
You can basically place imaginary bounds near the borders of meshes scriptically and then it is or is not a barrier for movement depending on what actor is moving.