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Discussion in 'Assets and Asset Store' started by BFGames, Dec 28, 2012.
Thanks for the fast reply. Working now.
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?
Thats not a part of the system, you will need to code that part your self.
Wrong thread mate
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
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.
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?
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...
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
No worries... Thanks for giving your code away for free. Good luck with your projects
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?
Sorry that never made it into the project. And i dont work on it anymore sadly.
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!
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 ?
Was hoping this would solve my issue @: https://forum.unity3d.com/threads/adjust-gameobjects-y-axis-from-an-mmo-server-3d.438721/
It's great, except my multi-level structure problem is exactly like @Blacklight 's
I know it' been a while. But, how can I get an array of waypoint nodes via code?
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.