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Question by phxvyper · Jun 09, 2013 at 07:53 PM · c#aipathfindingbasicspath-finding

Help with Path Finding in my game.

The AI is going to be the most difficult-to-code part of my game, and the path-finder script is going to be the most difficult-to-code part of the AI -And i have absolutely no idea how to begin coding my path finder...

Where do i begin with path finding? My game is completely FP 3D. So height is a big deal. (dealing with stairs and what not). What do i need to factor in? How do i detect and generate paths? How do i make AI follow that path?

I know this is a somewhat complicated matter, so I'm just asking for the basics -i should be able to figure it out from there.

Thank you, in advance! -Tristen Horton

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avatar image Immanuel-Scholz · Jun 09, 2013 at 08:45 PM 0
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Read the manual?

http://docs.unity3d.com/Documentation/$$anonymous$$anual/NavmeshandPathfinding.html

avatar image phxvyper · Jun 09, 2013 at 09:02 PM 0
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@Immanuel-Scholz Navmesh requires a pro license. I'm talking about in code, something i can easily manipulate to anything that i want and also doesn't require a pro license.

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Answer by ragnaros100 · Jun 09, 2013 at 09:21 PM

If you wish to write your own pathfinding system you should read up on A* (A-Star) pathfinding algorithm. Here's a couple o' links

http://unitygems.com/astar-1-journeys-start-single-step/

http://www.youtube.com/watch?v=KNXfSOx4eEE

If you're more in a hurry, the A* Pathfinding Project has a free package of which you can use. Though this wont deliberatly teach you how to make your own system for other non-unity projects

http://arongranberg.com/astar/

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avatar image phxvyper · Jun 09, 2013 at 09:46 PM 0
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This helps a lot! Thank you. I've already looked over some stuff on the website and it looks like this will work. Thank you so much.

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