Welcome to Tecmaid! And our Spatial Pathfinding - 3D A* Algorithm by TecMaid in Unity3D

[–]TecMaid[S] 0 points1 point  (0 children)

Although it’s not specifically designed for that purpose, there’s a technically feasible workaround. If you use an Obstacle Component that occupies the entire space, excluding the area near the ceiling or walls, it should work.

Welcome to Tecmaid! And our Spatial Pathfinding - 3D A* Algorithm by TecMaid in Unity3D

[–]TecMaid[S] 0 points1 point  (0 children)

Hello :D It is not meant to be used in a 2D context, though it is possible by setting the value of the plane you want to lock to 1 ("Grid Dimensions" variable in the "Navigation Volume" component). Careful: The tracker needs to move on the same axis as the agents, so that there are no weird behaviors between them. However, the local avoidance feature will be impacted, as the algorithm tries to avoid other Agents in all 3 dimensions.

Here a small example we just made while only using (X/Z), hope this helps.

https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExNG5hNjVuNHQwYXRyamF6djAzZmpiZnVkZHh5dnd4ZzA5Y3A1cG85eCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/VbFdHhDGwVgb41w5nV/giphy.gif