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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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