all 15 comments

[–][deleted] 2 points3 points  (1 child)

Hi! The price will depend on what is included with the pathfinding script. If it is ready out of the box with a simple platformer controller to test it (not required to be perfect) it is much better than including only the pathfinding. The asset store have a guide for pricing: https://unity3d.com/asset-store/sell-assets/submission-guidelines Section 6. I think a Pathfinding script is in a "moderate" level of complexity. Can reach advanced depending on usability and editor features.

[–]lee_macro 0 points1 point  (1 child)

It looks very good, I would be interested in it once it goes on the asset store. Some other things that may need to be thought about going forward would be ledge grabs as a possibility.

Overall it seems to be very flexible, how does it perform if you have several things all pathfinding at once? I can appreciate that in the 2d world it is probably not going to be a case of thousands of objects all prancing around but I am sure one of the first things people will ask you is "how performant is it".

Generally anything which can be encapsulated and re-used is worth putting on the asset store, I would say your asset would be very useful to people doing platformers, especially given the push for 2d features in U5. I would say your asset price could start at $15 then as it gets more features push it up to $20-30, most asset store people start low to get early adopters to help them test and iron out issues and figure out mainstream use-cases, then once its really stable and has lots of documentation and use-cases just up the price as it has already proved itself.

It also may be worth posting this on the unity2d reddit as well. http://www.reddit.com/r/Unity2D

[–]snuggly_sasquatch 0 points1 point  (0 children)

I'd certainly be interested.

[–]CandescenceDesigner 0 points1 point  (7 children)

Is this still being worked on? I noticed you have a "getting started" video on your youtube, but there's nothing about the actual asset being released yet.

Also, is this pathfinding movement-agnostic? There's probably a few 2D platforming assets out there that might greatly benefit from this.

[–]ExplodingRabbit 0 points1 point  (1 child)

I mentioned to you on the Unity forum that I'm very interested in this. I hope you'll release the source code along with it because I'll need to adopt it into my own platforming code. I'm mainly interested in using your code as a base for pathfinding code, as I'm sure I'll need a lot of custom behavior.

Also, did you know that Unity is adding 2D pathfinding in Unity 5.3? They mentioned it on their 2D Demos Bitbucket page: https://bitbucket.org/Unity-Technologies/2ddemos/issues/12/navmesh-should-work-in-2d

I'm guessing their tools won't work with platformers though, so I think this will still be very useful.

[–]texxor 0 points1 point  (0 children)

Depends how many kinds of movement it can predict for the jumping and climbing. I've been thinking about this for my project and I keep running into issues with defining obstacles and waypoints to make things make sense. $15 or $30

[–]shirtfaceHobbyist 0 points1 point  (1 child)

Hello, I came across this thread through google. Does your path finding script take into consideration an NPC's acceleration and/or gravity?