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How can I use AStar Pathfinding on a procedurally generated voxel terrain?

Discussion in 'Navigation' started by KUFgoddess, May 20, 2019.

  1. KUFgoddess

    KUFgoddess

    Joined:
    Apr 2, 2015
    Posts:
    27
    A* I've seen games like creativerse implement pathfinding while use voxels and I was wondering how could I do this with A* https://arongranberg.com/astar/ .

    Right now in my project I cannot figure out what to do I've been following this tutorial from an archive http://web.archive.org/web/20170920...dex.php/posts/unity-voxel-block-tutorial-pt-8 here's my project with a little enemy which is a flame but I cannot get them to pathfind. I did get A* working with a normal terrain, plane etc, but when trying to apply the same method to a proc generated voxel terrain it doesn't work the enemy just stands still.

     
    Last edited: May 20, 2019
  2. KUFgoddess

    KUFgoddess

    Joined:
    Apr 2, 2015
    Posts:
    27
    As stated I did get A* working with a regular plane, im just not sure of how to do this with proc gen voxels the AI isnt detecting them
     
  3. KUFgoddess

    KUFgoddess

    Joined:
    Apr 2, 2015
    Posts:
    27
    heres a better look at the enemy they just will not move even though I have the A* pathfinding set up and with the target and seeker.
     
    Last edited: May 20, 2019
  4. Kasper2000

    Kasper2000

    Joined:
    Jan 2, 2020
    Posts:
    2
    Hi,

    Did you find a sollution? I'm still stuggling figuring this out and cant find a good tutorial...

    Thanks!
     
  5. vinnie-vivace

    vinnie-vivace

    Joined:
    Jan 12, 2010
    Posts:
    40
    also keen for information on this!