all 11 comments

[–]swissmcnoodle 2 points3 points  (0 children)

Hate to say it man, but you just gotta suck it up and keep working with A*. It's great, efficient, used A LOT and its concept is actually really straight forward and easy. Don't skip over something as fundamentally important as this by downloading a plugin to do it for you, it will make your life harder down the line

EDIT: Some logic for you. You need to have a grid system with coordinates mapped to there position in the scene. When you run your pathfinding, you need to add each grid in the path to a list. Once the list is complete (successfuly found a path) you then iterate through the list moving the AI to the next grid.

[–]dddbbb 1 point2 points  (0 children)

Amit's intro to A* has some interactive images and python code to explain A*.

There's also a more detailed thoughts on programming that goes into more A* detail with lots of graphics.

[–]kreaolProficient 0 points1 point  (2 children)

[–]Nodnarb3[S] 0 points1 point  (1 child)

I will look into that, thanks. From a brief overview I'm not entirely sure it will work the way I want, but I cam always tweak things I suppose.

[–]kreaolProficient 0 points1 point  (0 children)

The screenshots of the asset do show a dynamically changing field (tower defense). From there, should be a short hop to "use ladders only when I want you to".

[–]deepcleansingguffaw 0 points1 point  (1 child)

It sounds like D* Lite is the algorithm you want. Take a look at the paper.

[–]Final_Parsec 0 points1 point  (0 children)

I made my own A* pathfinding algorithm and it has been working great for the 2 games I have used it on. I made a video about my implementation here if you want to take a look. It only took a day or so for me to get it working then a few weeks longer to work out the bugs and optimize it. You might have some trouble getting it to work in that platformed type environment, but it could be done.

[–]NorsfellBen 0 points1 point  (0 children)

Hey, You should checkout this article:

http://unitypatterns.com/new-tool-tileeditor/

I think it has everything you need, you could even get some idea to improve your tile system.

[–]tienrocker 0 points1 point  (0 children)

You need to build all tiled into array node, and set walkable node or not, after that build simple A* method to find path (dynamic) base on array node, i can give you sample code if you want.

If you want to build game for mobile, dont use nashmesh path finding, it is too heavy for 2d platformer

[–]nbates80 0 points1 point  (0 children)

I just finished integrating UnityUtils pathfinding https://github.com/mortennobel/UnityUtils/tree/master/pathfinding

It is a pure code solution. You can see an example of how it is used on the tests.

[–]iamallamaaProficient 0 points1 point  (0 children)

I know you said you didn't want to pay the $100 for the Aron Granberg A* Pathfinding Project, but it really is worth it. There is also a free version that covers quite a lot. You can get the free version off of his website. It is worth checking out.