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Question by aldian · Sep 16, 2015 at 01:30 PM · programming

Themepark AI

Im trying to figure out how to get some guest AI working. By this i mean that when the player makes a path/trail then the AI will walk down it randomly but as well as this if new paths open up to different attractions that they wish to get too then they will specifically walk down that path to get to it. I have used the A* pathfinding project before but didnt know if their was an easier/less resource intensive approach to it.

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Answer by aliakbo · Sep 16, 2015 at 02:36 PM

A* pathfinding is the easiest and best way to implement what you are looking for. Your park guest will try to reach their desired attractions so you will definitely need pathfinding and you cannot get away with randomly having them wander about until they reach somewhere.

Since you need to create new paths in your game, you have to look for a pathfinding solution that can change in runtime if you are not looking to create your own pathfinding system. I don't think it is possible to edit Unity's built-in Navmesh in runtime so I don't think its best if you use that. You might want to take a look at Arongranberg's Pathfinding system which has runtime graph updating.

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avatar image aldian · Sep 17, 2015 at 12:55 PM 0
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Cheers for the advice/input aliakbo

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