Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by bawenang · Jun 23, 2013 at 09:54 AM · aipluginpathfinding

Aron Granberg's A* seeker goes back and forth if a smooth modifier is attached.

Hi, I'm currently using Aron Granberg's A* plugin for my game. This is a copy of the question I posted on Aron's web. I dunno whether the forum is a proper place to ask this. But here goes.

My game is a 2D one and using 1 pixel / point ratio (ie. ortho camera with the size of 384). I'm using the A* plugin for the enemy's pathfinding when it is chasing the player. Here are some of the issues I've encountered so far:

  1. Using a grid system with 1 point node size, width 1024 and height 768 is painful to the machine. And I'm not talking about the mobile devices that will be my target platforms. But my development rig. :| I tried size 2, width 512, height 384, but it is still heavy. Size 4, and 8 is still pretty slow. Size 32 is pretty okay, but the nodes were all wrong.

  2. In the end I skipped grid, and use point system. Now, it worked fine and I can get it running. The enemy chasing pathfinding worked fine. Then an issue shows up. If I use the simple smooth modifier, it goes back and forth in the first segment of the path (ie. between node 0 and 1). But if I don't use the modifier, at the end of the path, it will clip the path ignoring the last node and goes straight to the target even thought there's a collider in between path that supposed to block it.

Can you help me here, please? Thanks a lot in advance.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image bawenang · Jun 27, 2013 at 06:00 AM 0
Share

BTW, a little more information. I'm using the Seeker and AIPath script from the package itself for the AI. I only changed the transform.LookAt() line in the RotateTowards() function by multiplying it with the inverse of LookAt(Vector3.up * -1, Vector3.forward) with the down vector as my game's forward vector and the forward as my up vector. Perhaps this is just a matter of the wrong parameter settings. Any body has any tips about using the Simple Smooth $$anonymous$$odifier? The documentation didn't give me much insight. And trying to read the whole code is too tedious and takes much longer time.

Thanks.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

15 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Pathfinding tools in Unity? 9 Answers

AI (Prolog) programming on Unity 1 Answer

How to use A* pathfinding for a large map? 2 Answers

Pathfinding & Navigation in 3-dimensional space (proced. generated) 2 Answers

A* (AStar) Pathfinding Issue - Path not spawning instantly 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges