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Question by btai · May 09, 2017 at 05:40 AM · pathfindingalgorithm

Is there an algorithm to find the path that should be taken in this scenario?

Hello,

I have this scenario (see image) and I'm trying to find a method or algorithm to find the points a character should move along to get from "Here" to "Target". The shaded areas are impassable. I know the character should move from "Here" > 1 > 2 > 3 > 4 > 5 > "Target". Is there a method I can use to check which points the character should go to and in which order to get to the "Target" position that would have the least travel distance?

The circles (nodes) are empty game objects with the same 'y' position value but different 'x' and 'z' position values.

I was thinking of using a raycast to try and detect nearby nodes but that would require the empty game objects to have a collider. I want the character to be able to stand on the point so the raycast doesn't work.

Thanks

alt text

scene-node.jpg (113.7 kB)
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Answer by slavo · May 09, 2017 at 11:52 AM

Hello,

you need to create Navigation Graph from points, and the run some path-finding algorithm on it - AStar should be ok for your case . Unity does not have anything built in, you need to code it by your self.

Good place to start is http://jceipek.com/Olin-Coding-Tutorials/pathing.html

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Answer by tanoshimi · May 09, 2017 at 11:57 AM

This is a pretty model example of when you'd want to use A*: https://arongranberg.com/astar/

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