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Question by Finjitzu · Sep 16, 2011 at 08:35 PM · pathfindingwaypoints

Another Pathfinding/Waypoint problem

Hey all, I've implemented the A* Pathfinding project and I love it. But I've been scratching my head for a long time now on this problem.

This is how I want it to work:

Player create a series of way-points. As each way-point is created it populates an Array. The player push a button and the A* target moves to the position of the first way-point, then waits till the player moves to the A* target. When the player gets to the way-point destination, the A* target goes to the next way-point, and the pattern repeats till there are no more way-points...

The problems I'm having. The A* program doesn't move the play to the exact target. Which is not ideal, but I can live with it. BUT...if there is a solution please let me know. I've looked in the AIFollow script and can see where the code is that determines the ENDofPATH.

 //Use a lower pickNextWaypointDistance for the last point. If it isn't that close, then decrement the pathIndex to the previous value and break the loop
                 if ((currentWaypoint - tr.position).sqrMagnitude < (pickNextWaypointDistance*0.2)*(pickNextWaypointDistance*0.2)) {
                     ReachedEndOfPath ();
                     return;
                 } else {
                     pathIndex--;
                     //Break the loop, otherwise it will try to check for the last point in an infinite loop
                     break;
                 }

I've tried changing the if statement to the delta magnitude = 0 then call ReachedEndOfPath, but that gives some goofy results.

So if I can't get the Player position = the way-point position then I thought I could try using velocity of the player.

 for (i=0;i < waypointarray.length; i++){
 
         if(rigidbody.velocity.magnitude ==0){                            
 
             target.transform.position = Vector3(waypointarray[i].transform.position.x, waypointarray[i].transform.position.y -1.13, waypointarray[i].transform.position.z);                            
 
             i = i + 1;
 
             //yield;            
 
         }
 
     }

This freezes Unity and I have to restart. Can anyone think of another solution to this problem? Thanks in advance!

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