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Question by Evgenius · Dec 13, 2013 at 10:12 AM · nguipath-finding

A* pathfinding doesn't work on mobile devices.

Hello all! :) I'm creating a 2d game, using NGUI and A* pathfinding algorithm. Everything was fine, until one day, I started my game on phone and AI objects didn't run. After some researches, I found out that it's a problem with A* function "OnPathComplete". It just doesn't call when we get path back. Everything works fine on PC, but with this problem on devices (Samsung Galaxy mini 2; Samsung Galaxy Tab 2). I had tried to reload A* package to recover all scripts but it didn't help. Who knows why this problem appears - help me, please :)

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Answer by Bunny83 · Dec 13, 2013 at 10:28 AM

First A* is just an algorithm and there are tons of implementations of it. You probably talk about one implementation of arongranberg.

I can tell you for sure that it works on Android ;) In my last company we used it and ir worked as it should on Android (different models) and iPad.

You probably doing something wrong. Well now i can stop here since we don't know what your code looks like or where it goes wrong.

Some additional points:

  • Do you have any platform dependend compilation? (`#if UNITY_ANDROID` ...)?

  • Do you have checked your logcat for any errors?

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avatar image Evgenius · Dec 13, 2013 at 11:09 AM 0
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Thanks for reply :) Yes, you're right, I'm using arongranberg's implementation. I know that it works for Android, it worked on my devices too, but something happened and it stopped working :(

Do you have any platform dependend compilation? (#if UNITY_ANDROID ...)? - Yes, some string in NGUI scripts, but it worked before, and I didn't add anything like this Do you have checked your logcat for any errors? - For debug, I just showed strings on the screen like Debug.Log, and the string from OnPathComplete didn't showed up.

avatar image Bunny83 · Dec 13, 2013 at 11:29 AM 0
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I see something happened ;) All we know is that the A* framework does work as it should. So it has to be "something" in your project. $$anonymous$$aybe you call StopAllCoroutines on the A* gameobject or you delete the wrong object at the wrong time. You might get a null reference somewhere. Since your project is probably quite complex there's nothing we can do.

We could start enumerate through all the "general common program$$anonymous$$g mistakes" but that would probably lead nowhere since there are simply too much and in the end it might be a not so common one ;)

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