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Question by MickyD47 · Nov 06, 2014 at 10:30 AM · playerenemypathfinding

Enemy is not moving to player with A* pathfinding

I have my player moving perfectly the way I want to but I must be missing some component on my enemy. My enemy is not a seeker like the player and the script for the enemy movement is basic movement. Do I have to have both the enemy and the player to have A* pathfinding scripts or is there another way to solve it?

the only code that matters for now is: Enemy.transform.Translate(new Vector3(1.0f,0,0));

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avatar image AlwaysSunny · Nov 06, 2014 at 06:15 AM 0
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When using A*, the most sensible approach is often allowing only a few seeking agents to request a path in a given interval of time, because pathfinding can be an expensive operation. This might involve a queuing or priority system.

While you're still getting everything working, I wouldn't worry about that. Without robust features like path sharing, each agent who wants a path must request its own path calculation.

I'm assu$$anonymous$$g that, yes, the seeker component is required for each agent.

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Answer by Linus · Nov 06, 2014 at 01:52 PM

I assume you are using A* Pathfinding Project

Everyone who are going to use pathfinding needs a seeker component. And a script that actually moves it along the path. Like the sample script provided named AIPath The sample script works with CharacterController or Rigidbody. It even falls back to moving the transform directly if it does not have either.

I recommend following this guide http://arongranberg.com/astar/docs/getstarted.php

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