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Question by Bruun91 · Jan 19, 2016 at 09:38 AM · c#navmeshnavmeshagentpathfindingpaths

Unity pathfinding - Comparing 2 paths?

I have a NavMeshAgent, which has multiple destinations to choose from. At the moment i am using the Vector3.Distance() to compare which destination is best to reach. The thing is, this way of doing it does not take unwalkables into consideration.

So lets say i have two calculated NavMeshPaths. Is there any way to compare the "cost" of these paths?

I am using C#.

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Answer by cjdev · Jan 19, 2016 at 10:08 AM

You can use NavMeshAgent.path.corners to get a list of waypoints that the Agent will travel along on it's current heading. They are straight lines between points so you can just sum the linear distance and compare.

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avatar image Bruun91 · Jan 19, 2016 at 10:15 AM 0
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I actually figured that out about 10 $$anonymous$$utes ago. But yeah it works! hope it helps somebody else!

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Answer by White8eard · Jan 19, 2016 at 07:46 PM

you can implement a* star by urself, navmesh also uses a* system.

http://www.redblobgames.com/pathfinding/a-star/introduction.html

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