Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

[Released] BFGames: Simply A* Pathfinding! NOW FREE

Discussion in 'Assets and Asset Store' started by BFGames, Dec 28, 2012.

  1. PhoenixRising1

    PhoenixRising1

    Joined:
    Sep 12, 2015
    Posts:
    488
    Thanks for the fast reply. Working now.
     
    Last edited: Sep 22, 2015
  2. Nine_Tails

    Nine_Tails

    Joined:
    Sep 16, 2013
    Posts:
    31
    I'm curious about your waypoint navigation. What I'm wanting to do is impliment a naviagtion system like that found in Xcom or Shadowground. Where a character has a set range movement and it's movement range is displayed around him.

    Has anyone got a way in which you can highlight the available path a character / entity can take within a range?
     
  3. BFGames

    BFGames

    Joined:
    Oct 2, 2012
    Posts:
    1,543
    Thats not a part of the system, you will need to code that part your self.
     
  4. PhoenixRising1

    PhoenixRising1

    Joined:
    Sep 12, 2015
    Posts:
    488
    Nvm.
     
    Last edited: Oct 2, 2015
  5. BFGames

    BFGames

    Joined:
    Oct 2, 2012
    Posts:
    1,543
    Wrong thread mate ;)
     
  6. PhoenixRising1

    PhoenixRising1

    Joined:
    Sep 12, 2015
    Posts:
    488
    My apologies.
     
  7. andyblem

    andyblem

    Joined:
    Nov 11, 2014
    Posts:
    26
    I am failing to add my own dynamic grid object. when i add the default td objects the system works, bt when i parent the td object or when i add my own Mesh it does not work. I have tried adding MeshFilters to my mesh but nothing works
     
  8. jimjames

    jimjames

    Joined:
    Nov 23, 2013
    Posts:
    63
    Hi:
    I was wondering if you can remove waypoints during runtime and restart the path generated for AI without getting error "IndexOutOfRangeException: Array index is out of range." after a few restarts of the same object. My setup kinda dosnt allow for grid.
    Thanks
     
  9. Toacher81

    Toacher81

    Joined:
    Jan 7, 2015
    Posts:
    1
    Hi. Iv been trying to use pathfinding2D, but when im drawing map it doesnt use the Collider2Ds for drawing usable node areas. Is there away for to use Collider2D, or do i have to use normal Colliders, as that seems to work?
     
  10. liquify

    liquify

    Joined:
    Dec 9, 2014
    Posts:
    175
    Hi @BFGames, I would like to ask about the FindPath method in the WaypointPathfinder.cs. Is it possible to make the FindPath method to return a list of WaypointNodes, instead of returning a list of Vector3? I see that there is a variable called "currentNode", but it is a WaypointListNode...
     
  11. BFGames

    BFGames

    Joined:
    Oct 2, 2012
    Posts:
    1,543
    If you know your way around code it is very possible. You need to find where i take all positions from the nodes and returns that list. Then you have to rewrite that part to return whatever you want. However as i have not looked at the code for almost a year i cannot pin point the exact spot, sorry :D
     
  12. liquify

    liquify

    Joined:
    Dec 9, 2014
    Posts:
    175
    No worries... Thanks for giving your code away for free. Good luck with your projects :)
     
  13. Blacklight

    Blacklight

    Joined:
    Dec 6, 2009
    Posts:
    1,241
    Hi @BFGames,

    I really like the asset, but I had one issue that I was hoping you could help me with. Is there a way to get the grid generator to work with multi-leveled structures? IE a bridge where characters can walk both under and on top of it?
     
    Blarp likes this.
  14. BFGames

    BFGames

    Joined:
    Oct 2, 2012
    Posts:
    1,543
    Sorry that never made it into the project. And i dont work on it anymore sadly.
     
  15. Blacklight

    Blacklight

    Joined:
    Dec 6, 2009
    Posts:
    1,241
    I had a fiddle with the code, and I reckon I'd have to entirely rework how the grid is stored to get it to work. I think I'll have to find another solution.

    Still, thank you for the excellent asset!
     
    Blarp likes this.
  16. juglarx

    juglarx

    Joined:
    Dec 27, 2014
    Posts:
    60
    Hi it is a great asset! it is posible mix in one scene a pathfinding grid with a waypoint for 2 different kind of object, mainly i would like human walking with the grid pathfinding and cars using the waypoints pathfinding... it is posible ?
    cheers
     
  17. Blarp

    Blarp

    Joined:
    May 13, 2014
    Posts:
    267
  18. ardiawanbagusharisa

    ardiawanbagusharisa

    Joined:
    Oct 26, 2015
    Posts:
    9
    Hello!

    I know it' been a while. But, how can I get an array of waypoint nodes via code?
     
  19. Infitek

    Infitek

    Joined:
    Feb 9, 2017
    Posts:
    3
    Hello ! I have a little issue with the MoveDiagonal option, my ennemies are moving diagonally sometimes even if the option is unchecked, and the Guizmo representation of the grid of the map show 8 neighbours by tile, is this a know issue ? Isthere a fix for it ?
    Thank you for this amazing asset.