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Question by jpthek9 · Oct 27, 2014 at 02:10 AM · rtspath-finding

Aron Granberg A* Basic Question

Hi, I'm pretty lost with the implementation of this path finding system. I get seeker.startPath and assigning the resulting path to a variable, but how do I get my character to move based on this path? Because my game is an RTS, I want to use local avoidance. How do I use move my gameObject with the RVO Controller based on the path?

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Answer by Cherno · Oct 27, 2014 at 02:16 AM

First of all, you can post in Aron's own forum (on his Astar homepage), he answers questions reliably.

I advise you to take a look at the example scenes and scripts provided, one is AIPath.cs I think, it's a good starting point and can easily be modified to suit your own needs. Ideally, you would only set the target coordinate and then compute the path, with everything after that being done automatically.

As far as I know, local avoidance is only available in the Pro version in case you only have the free one.

Hope that helps and best of luck.

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avatar image jpthek9 · Oct 28, 2014 at 05:08 PM 0
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I've looked at AIPath and I can't make sense of it. Can you please isolate what I need to do?

avatar image Cherno · Oct 28, 2014 at 05:42 PM 0
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No. I advise you to load one of the example scenes and start from there.

avatar image jpthek9 · Oct 28, 2014 at 06:29 PM 0
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I did that and my attempt resulted in skewed paths, backwards walking, and walking in the opposite direction of where I want to go on a flat plane. Why can you not answer the question?

avatar image Cherno · Oct 28, 2014 at 07:10 PM 1
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I can't answer the uestion because I don't know the answer.

AIFollow is another scriptthat would serve as a good base.

If you provide some more information about what exactly doesn't work, maybe someone else can help you.

avatar image Kiwasi · Oct 28, 2014 at 07:48 PM 0
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As always for third party tools you should contact the publisher as your first point of call

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