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A* Pathfinding
Greetings. I apologise if this is a question more suited to an A* exclusive forum, but I did not know where else to turn, and if this is the case I will gladly take my question elsewhere. I'm using A*'s pathfinding algorithm for some basic pathfinding, and it seemed to work just fine.
The strange part, though, is what happened when I tried re-implementing the solution I used on a different scene. While the enemies pathed to my Player, they no longer made any attempt to move towards him. This is awfully strange - does anyone have any idea why this might have happened? On each occasion I used a Grid Graph, with 8 connections and Ray colliders.
Are you using any asset or you have implemented A* yourself?
Also it is better if you post your code here.
Be careful with the nomenclature here. I highly suspect you are in fact using Aron Granberg's Astar Pathfinding Project, which is just one asset that implements the general A* pathfinding algorithm. Don't confuse the two. The APP has it'S own forum own Granberg's website where he commonly answers questions related to the asset.
As for enemies not moving,t it depends on which script you are using and how you have customized it. Use Debug.Log lines to check if a path was found. Commonly, after a path was found, their scripts should call some kind of moving function using OnPathComplete().
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