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Question by HBishop · Sep 11, 2019 at 08:21 PM · movement scriptwaypoint system

Waypoint movement A*

Hi, I've struggled with this for ages but I haven't ever given enough details, so I hope this is a clearer question. The waypoint A* works perfectly fine, up until you click elsewhere and the player travels to this new point but sometimes misses out the nearest node for some reason. The A* logic is in another file but is working fine i believe. It's the movement code that is the issue. (currentPath is the stack of nodes for the player to traverse and PathManager is the name of the script with the A* logic)

Movement code:

*public class PlayerController : MonoBehaviour {

 Vector3 targetPosition;
 public Nodes finalPos;
 public Nodes currentPos;
  
 public float speed = 5;
 

 // Use this for initialization
 void Start () {

     
    
 }
 
 // Update is called once per frame
 void Update () {
     if (Input.GetMouseButton(0))
     { 
         
             SetTargetPosition();
             PathManager.NavigateTo(finalPos.transform.position);
             
     }
     if (PathManager.currentPath != null && PathManager.currentPath.Count > 0)
     {

         if (PathManager.currentPath.Count == 0)
         {
             Stop();
         }
         if (transform.position == PathManager.currentPath.Peek())
         {
             PathManager.currentPath.Pop();

         }
         if (transform.position != PathManager.currentPath.Peek())
         {
             transform.position = Vector3.MoveTowards(transform.position, PathManager.currentPath.Peek(), speed * Time.deltaTime);

         }

     }

 }



 public void Stop()
 {
     PathManager.currentPath = null; 
 }

 void SetTargetPosition()
 {
     Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
     RaycastHit hit;

     if (Physics.Raycast(ray, out hit, 1000))
     {

         targetPosition = new Vector3(hit.point.x, transform.position.y, hit.point.z);
         finalPos = PathManager.FindClosestNode(targetPosition);
   
     }

 }
    
  

}*

NavigateTo is a PathManager program that calculates the stack of nodes that form the quickest route. Any help is appreciated.

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avatar image HBishop · Sep 11, 2019 at 09:24 PM 0
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It misses out the nearest node when you click to go to another node (hence a new path midway). Almost like it's calculated that the hypothenuse is quicker, (it happens only on corners)

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