Search Unity

  1. Check out the Unite LA keynote for updates on the Visual Effect Editor, the FPS Sample, ECS, Unity for Film and more! Watch it now!
    Dismiss Notice
  2. The Unity Pro & Visual Studio Professional Bundle gives you the tools you need to develop faster & collaborate more efficiently. Learn more.
    Dismiss Notice
  3. Improved Prefab workflow (includes Nested Prefabs!), 2D isometric Tilemap and more! Get the 2018.3 Beta now.
    Dismiss Notice
  4. Improve your Unity skills with a certified instructor in a private, interactive classroom. Watch the overview now.
    Dismiss Notice
  5. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice

PathFinder 3D - pathfinding in three-dimensional space!

Discussion in 'Assets and Asset Store' started by SnigirevNikita, Oct 7, 2017.

  1. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    We present you a solution that allows you to search for a path in three-dimensional space!

    Our solution is great for use with any flying game objects, whether it be a bird, space ship, or an airplane.

    The PathFinder 3D it is:
    • Possibility to find the route in space on scenes of any size and complexity;
    • Absence of preliminary manual preparation for the scene (fully automatic search);
    • High pathfinding speed;
    • Possibilities to optimize and smooth the found trajectory;
    • Built-in tool for moving along the found path;
    • Built-in solution for pursuing moving targets;
    • Multithreading (all the algorithms runs in paralell threads, not in main);
    • Ability to choose between more fast search and less length of the way;
    • Demonstrative examples of using;
    • Full documentation and user’s manual;
    Demo and docs are available here.




     
    Last edited: Aug 6, 2018
    Korindian likes this.
  2. LennartJohansen

    LennartJohansen

    Joined:
    Dec 1, 2014
    Posts:
    1,805
    Looks nice :)

    how do you feed the system with obstacles? Physics colliders?
     
  3. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    Yes, so it is implemented :)
     
  4. LennartJohansen

    LennartJohansen

    Joined:
    Dec 1, 2014
    Posts:
    1,805
    Nice.

    What is the speed like? calculating a route. Like in one if the example images here?
     
  5. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    The speed of calculating the route depends on the size of the space and the degree of detail in which the search is performed.
    The examples shown on the website show it is slower than it really is.
    In any case, there is a choice between the search speed and the quality of the route.
     
  6. LennartJohansen

    LennartJohansen

    Joined:
    Dec 1, 2014
    Posts:
    1,805
    just within a order of magnitude? is it 1 ms or 100 for a path like this? Any problem to split over frames? I assume it needs to be in main thread as you access physics.
     
  7. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    The search algorithm is implemented as a coroutine. So measuring the speed of search is an incorrect question. Delays between frames are insignificant when the search parameters are correctly configured.

    If the search is too difficult, the delay will be visible.

    But we have implemented a state machine, this allows you to mask the search process, for example by adding some wait animation.
     
  8. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    765
    This looks just like what I've been looking for. Impressive work.

    Question: In my game, I have flying objects that have attached rigidbodies. I move them around using physics forces, rather than just changing the transform. (That is, using PID controllers). With Unity's NavMesh system, it's possible to just use the data provided by an Agent to get a path, without using the Agent to actually move the gameobject around. Does your system do something similar? That is, can I use your package to determine the path to take, while handling the movement on my own?
     
  9. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    Hi, Dan!
    Of course, this possibility is present. You can only get the path without moving along it. We can also help you with setting up a package for this purpose.
     
  10. RendCycle

    RendCycle

    Joined:
    Apr 24, 2016
    Posts:
    323
    Is this compatible with Unity 2018.1? Can this be used for swimming NPCs? This still does not support colliders?
     
  11. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    Hi!

    1)The asset has been assembled and tested on Unity v 2017.1.1. So, there is no reason to believe that there may be problems when used with version 2018.1. In any case, we'll help you to solve any problems, if it appear.

    2)What do you mean by swimming NPCs? If this is NPCs, for which the movement is planned in space, then yes, the asset is suitable for this.

    3)At the moment asset support any obstacles, provided by mesh collider, or mesh with special tags. More details can be found in the documentation for the Asset on our website - https://gracefulalgs.com/portfolio/pathfinder/
     
    Last edited: Jun 23, 2018
  12. RendCycle

    RendCycle

    Joined:
    Apr 24, 2016
    Posts:
    323
    Thanks for the reply. Yup, that's NPCs (Non-Player Characters). Planning to use it for animals/creatures. Can the GameObjects that has the Pursuer script have colliders? Also, can the distance between an obstacle and a Pursuer be adjusted? I noticed in the EXE demo that the planes are very close to the mountains and some move jerkily.
     
  13. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    Indeed, according to our idea, objects that have a component of Pursuer can have colliders. And they should not be regarded as obstacles in finding a way. But recently one of our users encountered some problem. More details can be found in the last review on the page of our Asset in Assetstore. Therefore, I can not fully guarantee the fulfillment of this requirement. But I can assure you that the next update will solve the problem.

    Concerning the jerking of the pursuers and the approaching of the passage to the obstacles - yes, such a problem exists, and we also reflect on it. We hope that we will manage to solve it. Now the problem of approaching obstacles can be solved by increasing the dimension of cells in the search graph. I suggest you do not hurry with the purchase of the asset and wait for the next update (it is expected by early August). Then you can try new demos, which will be published on our website.
     
  14. RendCycle

    RendCycle

    Joined:
    Apr 24, 2016
    Posts:
    323
    Thank you very much for your honesty. Will just watch this asset for updates. All the best to you and your team! :)
     
  15. JamesMillsTunacorn

    JamesMillsTunacorn

    Joined:
    Mar 21, 2018
    Posts:
    3
    Hello,

    I am attempting to use this asset in UWP and it looks like it won't work at all due to the asset using System.Threading, of which UWP doesn't have access to. Is there any way around this?
     
  16. SnigirevNikita

    SnigirevNikita

    Joined:
    Jul 1, 2013
    Posts:
    8
    Hello, James! In the update to version 0.3 we have implemented several code elements that should solve this problem by providing Windows.System.Threading namespace(which supports at UWP) instead of System.Treading. Unfortunately, we can not guarantee working capacity, because we do not have the opportunity to test our asset on this platform. (This update is currently not released, but is pending review at Asset Store.)