Playmaker Forum

PlayMaker Updates & Downloads => Official Action Updates => Topic started by: Alex Chouls on March 22, 2012, 10:45:15 AM

Title: Pathfinding Actions Beta
Post by: Alex Chouls on March 22, 2012, 10:45:15 AM
Download and test the new Pathfinding actions for Unity 3.5!
NOTE: Requires Unity 3.5 Pro (will not work with free version).

Jean Fabre has done an excellent job on these, and now we want to catch any bugs or usability issues on the forums before including them in the next release - so please post feedback here.

We'll post some sample scenes shortly, but you should be able to get started with the Unity documentation and these actions.

Thanks!
Alex

[EDIT jean Fabre] The latest package can be found now on the wiki: http://hutonggames.com/playmakerforum/index.php?topic=1253.0
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on March 22, 2012, 03:47:58 PM
Hi,

 Also, as a starting point for those you haven't found it, Unity provides samples for testing the pathfinding features, It's in the beta download page:

http://unity3d.com/unity/preview/download (http://unity3d.com/unity/preview/download)

The direct link is:
http://beta.unity3d.com/3.5-preview/NavMeshTest-3.5.0f1.zip (http://beta.unity3d.com/3.5-preview/NavMeshTest-3.5.0f1.zip)

This is a very good base to start messing with this action package ( while the playmaker samples are being prepared).

Bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: amaranth on March 29, 2012, 09:50:02 PM
Wonderful! I have something I can test them on. If I run into any issues, I'll let you know.
Title: Re: Pathfinding Actions Beta
Post by: amaranth on April 14, 2012, 10:26:49 PM
Alex, do you have time to update the wiki for the new actions? I'm trying to use them, but I'm not sure what I need to do with a lot of the fields. Your wiki has been very helpful in the past. I'm attempting to start with 'Agent Set Path'. My goal is to have a monster walk over to another monster, using the shortest path.
Title: Re: Pathfinding Actions Beta
Post by: amaranth on April 14, 2012, 11:50:09 PM
One small note while I'm getting started:

Nav Mesh Calculate Path Between Game Objects doesn't fit in the State window. The scroll bars help, but the action is a bit difficult to work with. I don't suppose this window could be adjustable? Anyways, thought I would mention it.

Title: Re: Pathfinding Actions Beta
Post by: amaranth on April 15, 2012, 12:10:23 AM
I'm not sure if I've found a bug or if I've done something incorrect.

In the image below, I've capture some XYZ values and tried to get Nav Mesh Calculate Path to recognize them. Neither a success or fail case was returned as the result.

Note: My game is a 2D side-view platformer. The creature I'm trying to get to to move along a path is a butterfly to a flower. Not sure if this complicates things.

(http://i781.photobucket.com/albums/yy94/agf8623/nav-mesh-calculate.png)

Title: Re: Pathfinding Actions Beta
Post by: Alex Chouls on April 15, 2012, 12:34:50 AM
You need to store the moth and target positions as vectors, then use those in Calculate Path.
Title: Re: Pathfinding Actions Beta
Post by: amaranth on April 15, 2012, 02:04:40 PM
Fixed! I'm now getting a False return path, which is cool, but when I set a value for "Resulting Path not Found" to call a specific event, the event never gets called.
Title: Re: Pathfinding Actions Beta
Post by: amaranth on April 15, 2012, 05:39:43 PM
Alex, I'm going to move to SimplePath for now.
Title: Re: Pathfinding Actions Beta
Post by: Alex Chouls on April 15, 2012, 06:51:06 PM
amaranth, I haven't had a chance to play with the pathfinding a lot myself yet... Jean Fabre worked on this, and became pretty familiar with the system, so he should be able to answer your questions when he gets a moment!

I'll try to spend some time with the system myself this week...
Title: Re: Pathfinding Actions Beta
Post by: amaranth on April 16, 2012, 01:18:15 AM
Okay, I'll give it another go. My biggest problem is that I'm working on the XY axis and with creatures flying in the air w/o gravity.
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on April 16, 2012, 01:38:21 AM
Hi,

 Ok, I have been checking the samples provided with the pathfinding package, and in the scene Fsm_basic the "--calculated path--" gameObject and all is working well, I can trigger both events fine.

-- path will not be found if the destination is outside the nav mesh
-- pathfinding is a 2d thing, conforming to the navmesh, so it could be limiting for birds behavior indeed. I have requested this to Unity and they replied that they are aware of this limitation and it might get adressed in future releases, but for now, agent will have to conform to the navmesh.

What you could do is create a dummy agent ( with no mesh), and have your bird followin the agent, then you can adjust the height based on some parameters such as the distance from the base and the destination ( to take off and land).

As far as the integration in Playmaker, make sure you look at this fsm_basic scene, I focused quite a lot on this calculated path thing, so the fsm is suppose to cover most aspect of it ( simply move the targets outside the navmesh to fail it.

If you'd like to share your project, for me to have a look at it and better assess what could go wrong, feel free to pm me.

 Bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: amaranth on April 16, 2012, 07:40:16 PM
Jean, I'm going to test this tomorrow and get back to you soon. Thank you very much for your help!
Title: Re: Pathfinding Actions Beta
Post by: SteveB on May 27, 2012, 07:43:12 PM
Hey Alex and Jean, what is the status of these Actions becoming 'official'...integrated into Playmaker and available upon import?

I'm assuming currently the only way to get them is to DL them here?

Thank you!

-Steve
Title: Re: Pathfinding Actions Beta
Post by: Alex Chouls on May 29, 2012, 03:50:42 AM
Pathfinding is a Pro only feature in Unity, so it will probably always be a separate download.

At some point I'd like to have a built in Online Action Browser in Playmaker, to make it easier to download official action packs like this...
Title: Re: Pathfinding Actions Beta
Post by: BGT on July 23, 2012, 07:37:05 AM
Hi Jean and Alex,

I would like to know if at the end there is any resource/demo for using Unity's Pro 3.5 Pathfinding with Playmaker, or if is better that we just do it ourselves with usual c#/js scripting.

Thanks for everything!
BGT
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on July 23, 2012, 10:38:44 AM
Hi,

 Yes, we did a package earlier this year with simple demos.

http://hutonggames.com/playmakerforum/index.php?topic=1253.0 (http://hutonggames.com/playmakerforum/index.php?topic=1253.0)

 The whole api is pretty covered, so you'll find everything you need to work with pathfinding. If not, let us know.

If you have questions or integration issues, don't hesitate.

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: BGT on July 24, 2012, 11:41:24 AM
Many thanks Jean!
I'm going to take a look now!

Thanks again for the support,
BGT
Title: Re: Pathfinding Actions Beta
Post by: pneill on August 28, 2012, 09:18:31 PM
Hey Jean/Alex,

Totally understand how these action should be a separate download, but don't you think they should be on the Wiki or something like that?  As it stands how you have to dig around to find them.

Best,
Pat
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on August 29, 2012, 02:34:18 AM
Hi Pneill,

 You have a good point. I'll find the time next week to do that ( I have to catch up with other posts first). I actually have several stuff pending to be posted on the wiki like the gameCenter, monosqlite, hotween.

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: rojosedano on September 01, 2012, 02:02:29 PM
Hi, I downloaded the shares but in the form of shares shown me some:
 FsmNavMeshPath, OffMeshLink folder, GetOffMeshLinkBiDirectional.
my unity version:3.5.3
 Is it a bug?.

 thanks
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on September 03, 2012, 04:36:43 AM
Hi,

 I don't understand the question, can you rephrase? thanks,

 I have planned to make a review on the pathfinding actions and put them on the wiki, so it will likely clear up any incompatibilities with the latest Unity version if any.

 Jean,
Title: Re: Pathfinding Actions Beta
Post by: rojosedano on September 03, 2012, 01:45:00 PM
ok: this actions do not appear in the browser action:

FsmNavMeshPath, GetOffMeshLinkBiDirectional.
and OffMeshLink folder neither.


thanks.
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on September 04, 2012, 05:01:45 AM
Hi,

 You've been digging I see :) forgot about them :)


-- FsmNavMeshPath is not supported because too complicated down the road to implement, it was a starting point for testing

-- GetOffMeshLinkBiDirectional is still not available, because it's exposed by the api, it was question during the beta period to make it available, I guess it never went live. So this action is commented ou and not available because not working

-- OffMeshLink actions are available, they are located under the "NavMesh" category not the "NavMeshAgent" cagegory,

 bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: play_edu on September 13, 2012, 02:11:16 AM
Hi,


Any Example projects or Video tut.. Available. You give this link ( http://beta.unity3d.com/3.5-preview/NavMeshTest-3.5.0f1.zip ) work with scripts .

http://hutonggames.com/playmakerforum/index.php?action=dlattach;topic=1253.0;attach=595 this link has no Example projects  Available.  only action but how can i use?



Play_Edu
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on September 13, 2012, 06:15:48 AM
Hi,

 I compiled the test scenes I used for creating these navMesh actions, you should have plenty to study there.


bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: rojosedano on September 13, 2012, 06:33:04 AM
 :) :)

ok

thanks
Title: Re: Pathfinding Actions Beta
Post by: rojosedano on September 13, 2012, 08:43:50 AM
Hi, I downloaded the examples but I get many errors.

 maybe I miss something?

 I put pictures of the error messages
 
thanks

 rojosedano
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on September 13, 2012, 09:33:19 AM
Hi,
  my bad, always double check when you create a package... I did not..

I updated the link,

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: gamedivision on October 06, 2012, 04:48:55 PM
at the moment you have a start and finish location is it possible to add that finish location to a player,so its constantly updating its position and the agent follows it.
i did tick the every frame on the get position on the calculate path thinking it would update the position but i was wrong haha
thanks
Title: Re: Pathfinding Actions Beta
Post by: gamedivision on October 06, 2012, 06:03:29 PM
so i worked it out using the
set agent destination as game object but auto repath doesn't seem to be that great soon as im out of view it cant reorganise a new path
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on October 08, 2012, 01:44:23 AM
Hi,

 have you tried "SetAgentDestinationAsGameObject" action?

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: gamedivision on October 09, 2012, 02:44:40 PM
Hi,

 have you tried "SetAgentDestinationAsGameObject" action?

bye,

 Jean
yeah i used that,i think im gona have to get real in depth with this,because what i want is a real advanced AI that can manoeuvre around abjects and track down the good guy or bad guy when in visual distance.i was also thinking when under fire the enemy could take cover,so maybe if i hit him that would instigate a set of rules for him to take cover,yeah i know big job but not impossible,i think ill have to spend a hole weekend using trial and error with every item to see what each does for the navmesh,what i did try was red's AI tutorials then instead of a move to command i put "SetAgentDestinationAsGameObject" action,but that didn't really work that well.
im trying to fake stuff with my lack of knowledge,but my laptops up and running in a couple of days so i can take unity and playmaker to work and learn while at work.
so no more excuses for being at work for 45hrs a week.that being said i really appreciate peoples tutorials and pointers in the right direction,and you never know i could help people in the future.
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on October 10, 2012, 01:29:17 AM
Hi,

 SetAgentDestinationAsGameObject is definitly what you need if you want an agen to follow a moving target.

 I suggest reading over and over the unity documentation before doing trial and errors, as it is important to first grasp the general concepts, else it takes way more time to find things out :)

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: gamedivision on October 18, 2012, 11:55:37 AM
i just wanted to ask whats the best way to share a scene or project,ive incorporated reds Ai with navmesh and would like to share or if people could improve on what ive done on the scene file,or project whatever is best, if i go to the project and compress its too big.

thanks
Title: Re: Pathfinding Actions Beta
Post by: gamedivision on October 18, 2012, 03:40:57 PM
if i create a prefab then add it to the scene it doesn't keep the destination object on SetDestinationGameObject,so i have to manually re add the destination object,also on the get distance,it doesn't keep the target ,u have to manually add those.any ideas or am i in the wrong and it would never save those when creating prefabs.

thanks
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on October 19, 2012, 02:37:10 AM
Hi,

 first, sharing playmaker content should be done by exporting your assets using the "Export package" option from the assets menu.

WARNING: Always remove the playmaker.dll file in the list of assets you are going to package ( Unity will give you that list before you save it). Playmaker.dll is not permitted for distribution.

Second, Unity Prefab system do not store reference to objects in your scene, only reference of gameObject parented to itself. You will have to manually set these scene gameObject references after the prefab is instantiated. USe of global variables is commong in this case, but you can also simply send an event to the newly instantitate prefab right after you created it and pass it a reference to the target you want it to follow, or have the prefav itself find out from your system what it needs to follow ( maybe find the player by tag, or something)

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: gamedivision on October 19, 2012, 09:28:59 AM
thank you jean
Title: Re: Pathfinding Actions Beta
Post by: zoic on February 09, 2013, 01:19:06 PM
Great actions...works great but..

Q.   Is it possible for navagent to avoid newly created objects ?

Example - I create a bulding and navagent see it like static object ... or i need any other method

or there are limitations  in Unity navmesh for this yet ?

 i saw somthing like navmesh obstcles? is it in unity 4  ?

http://docs.unity3d.com/Documentation/Components/class-NavMeshObstacle.html
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on February 18, 2013, 12:55:03 AM
Hi,

 cool, this is a new feature,it wasn't available at the time when I ported navmesh.
 
Let me finish mecanim support, then I have two three threads waiting ( poolManager for example) and I'll then tackle this. Could you bump this in 2 weeks of so? I would greatly appreciate!

bye

 Jean
Title: Re: Pathfinding Actions Beta
Post by: kLy on March 11, 2013, 10:39:01 AM
Let's see... more than 2 weeks now... BUMP! :D
Title: Re: Pathfinding Actions Beta
Post by: Lane on March 11, 2013, 02:07:18 PM
Has anyone compared using these Actions versus using Sven's actions along with Aron's A* Kit?
Title: Re: Pathfinding Actions Beta
Post by: zoic on March 15, 2013, 04:21:05 PM
Let's see... more than 2 weeks now... BUMP! :D
i think it will not help much.. becouse of unity limitations yet..

obstacles have circle collaider zone, so its not usefull for buldings with corners...

and i think we can wait 2 weeks,2 month or 2 years if needed ))
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on March 18, 2013, 02:59:40 AM
Hi,

 in the process of finishing everything, I am left with mecanim, pool manager/targetpro, arraymaker and then I'll tackle this :)

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: holyjewsus on March 19, 2013, 06:42:20 PM
Hey Jean,

I've definitely run into some problems with these actions but it's tough to tell where the error is:

Using the agentSetDestinationGameobject action works fine twice, (the agent moves to one point, checks the distance, moves back to another point) but the third time I call set destination gameobject, the path never gets recalculated and the agent never moves, then the distance checks are all 0 and the path status complete events fire...

I've changed this FSM to use agentsetdestination and I use the position of the gameobjects instead and this works fine, my guess is this setDestinationGameojbect action may have a bug, I'll take a look at the code when I can.
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on March 25, 2013, 01:10:02 AM
Hi,

 Uhm.. I suspect it could be something a lot more twisted then just that feature. You have no warnings or log firing at the time it fails to perform?

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: holyjewsus on March 31, 2013, 04:20:48 PM
no, I took a look at the code of the set gameobject as destination, and it seems like it cannot work for stationary objects.  I'll post my changes soon.
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on April 01, 2013, 05:48:00 AM
Hi,
 
 ok, not sure what you mean, but be sure to post, if it turns out giving a more predictable result, I'll include it in the package,

 bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: SteveB on May 06, 2013, 05:08:31 PM
Hey guys! Just perusing the site and came across this thread; is there a plan for Unity pathfinding to be officially integrated into Playmaker?(I know this is the 'Offical Actions' thread but it's still a separate download :D)

What's the status of this action currently with Unity 4.x?

Thank you!

-Steven
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on May 07, 2013, 01:44:24 AM
Hi,

 I don't think it is planned to be includeded in the playmaker package, because not everyone has the pro license, so it would clash somehow. In terms of support and update, if you have a specific need, let me know, I'll work on it, as far as updating the whole library, I don't think it's planned in the near future, the emphasis is on mecanim, photon and ngui right now. If you need something urgently, pm me, and we'll arrange something.

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: SteveB on May 07, 2013, 10:53:20 AM
Makes perfect sense :D

Since I wrote this I've done some more research and now I'm thinking I'll be using Aron's Astar instead, not realizing initially just how robust it is! That and the Actions Sven (Kiriri) created are equally robust.

Thanks again for your time Jean!

-Steven
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on May 08, 2013, 12:45:33 AM
Hi,

 yes, I forgot to point that out, thanks for mentionning these alternatives.

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: Gua on July 30, 2013, 12:14:29 AM
PlayMaker once again proves that it kicks ass! In a last couple of days I've been trying to find best way to make AI. I've tried most of the solutions on the marked, but I was not able to found something that suits me. Until I've found this topic and decided to give it a try. Even without tutorials I was able to setup basic AI, and with the power of PlayMaker, I imagine how I should make more complex AI. Once again, thank you Alex Chouls and Playmaker Team!

Title: Re: Pathfinding Actions Beta
Post by: Yanifska on October 13, 2013, 04:34:44 PM
Hi,
is the PathfindingActions_beta1.unitypackage file in the first post of this thread,  the latest version of the unity pathfinding actions for playmaker ?
or is there a more recent version ?
-Yaniv
Title: Re: Pathfinding Actions Beta
Post by: FelixofMars on October 27, 2013, 04:42:37 PM
Some of the pathfinding for Pro (Basic Bake Navmesh and the agents are included) now works with the free version, so these could be included I just got it working in free by using a basic set agent destination.
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on October 28, 2013, 01:26:49 AM
Hi,

Yes, I have added this task on Trello, so if you want to vote it up, pm me with your email, and I'll add you to the trello board so you can vote what you would like next to be done.

https://trello.com/b/1VSKPLcT/addons

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: FelixofMars on November 02, 2013, 08:13:19 AM
I heard good things about Trello a bit off topic I know, it is working out?
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on November 04, 2013, 12:54:26 AM
Hi,

 It's only a management tool, but for me it's really helping out, and I feel better that everyone can see what I am doing without polluting the forum. The forum has it's limits on that management aspect, so definitly a good thing. It's too bad that people can't join freely a board tho, but I don't mind inviting people on requests, that's ok.

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: Makumba666 on November 05, 2013, 06:21:55 AM
I am stunned. Really.
You must be ashamed. This is most idiotic thing I've ever heard in my life - Play maker does not have built-in pathfinding actions, although pathfinding is included in indie version of unity for an year! Users are forced to enter some shitty forum topic and search for fucken download link! Is it that hard at least put fucken link on the site, without any shitty topics at all? Or may be you will include pathfinding actions in playmaker, as pathfinding is no more exotic?
I was going to use playmaker for prototyping, but now I see it is archaic and terrible and in state it was 2 years ago! I rather do everything myself, than use beta actions, written in jurassic period!
Good day!
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on November 05, 2013, 09:19:48 AM
Hi,

PathFinding only became part of Unity indie with Unity 4.2, released July 22nd 2013, not a year ago...
http://unity3d.com/unity/whats-new/unity-4.2

Very Important: Please be aware that offmesh Links remain pro. And offMeshLinks is quite an important features in many situations, so make sure you study alternatives before going to far and then requiring Unity pro to get that last bit of feature.

http://unity3d.com/unity/licenses

Do you have encountered problems with running Unity PathFinding and the current set of custom actions? If so, let me know, I'll add the issue to the todos. So far ( I just double checked), it all seems to run fine.

Also, If you look at the trello board, a new rundown is coming next actually to support new features.
https://trello.com/b/1VSKPLcT/addons

Pm me with your email if you want to be part of this trello board and up vote your favorite Addons to be supported.

Bye,

Jean
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on January 28, 2014, 04:01:27 AM
Hi,

 The latest pathfinding actions can be found now on the wiki:

http://hutonggames.com/playmakerforum/index.php?topic=1253.0

bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: Rabagast on August 16, 2015, 03:32:31 AM
Hi,

 The latest pathfinding actions can be found now on the wiki:



Hi, Jean!
I know this topic is very old, but I need to ask.
You say that this pathfinding works only in Unity Pro, but I have a pathfinding called NavMesh and this works in the free version of Unity. Is this the same Pathfinding you are talking about? And what about some samples or tutorials? I need a good pathfinder system in a 2D platformer and I don't understand that much of this NavMesh.
Title: Re: Pathfinding Actions Beta
Post by: Omninorm on December 07, 2016, 05:32:30 AM
I know this is old but I kinda have the same observation as the previous poster.
I was looking at Navmesh and pathfinding actions and found none. Then used Ecosystem browser to find Pathfinding actions and added them.

What are the reasoning behind not including these in the current Playmaker for Unity 5.4 since it's now not a matter of it being only a Pro feature?
It's obviously somethign a lot of people are searching for info / answers esp if you look that this thread has over 24 000 views.



Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on December 08, 2016, 03:41:10 AM
Hi,

 Unity 4.X is still supported by PlayMaker, so that's one aspect of not yet considering including it I guess. It's likely that pathfinding official support from Playmaker will be considered then. currently, the next likely merge will be the UI, but it has some integration issues, so we'll see how we can gracefully provide backward compatibility on existing problem, which is an important reason why not to touch what's currently there, the extra step of using the ecosystem is indeed not ideal, but combines practicality over all these leveraging and backward compatibility issues.

 Bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: Omninorm on December 08, 2016, 04:46:56 AM
Thanks for the explanation Jean. it helps giving insight into decision making. When you put it the way you did it makes 100% sense.

Using Ecosystem is actually fine. It's just that one never knows if it's deprecated  floating around on a website and not included in Ecosystem. But anyway, good to know.

Thanks again.

Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on December 13, 2016, 03:10:11 AM
Hi,

 Yes, I made the Ecosystem in such a way that EVERY SINGLE content is available publicly with no restrictions, so don't worry, even if the content is hosted on my github account, I'll never turn that off, and in the worse worse case scenario, repositories can always change owner, so one day if someone takes up the lead with dealing with the ecosystem, I can switch owner to that person without problems.

Bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: Rabagast on December 14, 2016, 04:36:25 AM
Just a question:

Does this Pathfinding works with a 2D platformer?
I just think it's so sad that it's no Pathfinding Assets which supports 2D platformer.
Well, I found one, but you can't use your own movement controller. Need to use the build in controller which comes with the Asset.
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on December 15, 2016, 04:05:15 AM
Hi,

 I'd say you probably can trick it for 2d games but I would ask on Unity forum first.

 Bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: LordHorusNL on June 26, 2017, 07:26:54 PM
Are these actions still up to date for playmaker 5?

I need a way to define a mask for the "Nav Mesh Calculate Path" action, however i can not find the custom playmaker editor that should be in this package.
Title: Re: Pathfinding Actions Beta
Post by: tcmeric on June 26, 2017, 10:02:17 PM
I was using them recently. Up to date as far as I can see for the most part.

What do you mean define a mask? A mesh?

What is your goal?
Title: Re: Pathfinding Actions Beta
Post by: LordHorusNL on June 27, 2017, 10:07:21 AM
No, when using the "Nav Mesh Calculate Path" action, you need to define a layer mask for the pathfinding!

The "passable mask" field in this case.

Should the pathfinder package not include a custom playmaker editor for defining this mask?

In the folder Pathfinding/NavMesh/Editor, there are 3 custom editor files, should these not get exposed in the playmaker dropdown menu?
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on June 29, 2017, 02:26:53 AM
Hi,

 uhm, yes, I think it's missing indeed, Let me work on this.

 Bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: LordHorusNL on June 29, 2017, 07:41:30 AM
Thanks Jean, i thought i was loosing my mind not being able to fin them ;D
Title: Re: Pathfinding Actions Beta
Post by: jeanfabre on July 21, 2017, 08:49:07 AM
Hi,

 ok, this is done, update the package from the Ecosystem, you can now save corners in an FsmArray or in the proxy, but you'll likely want it in the FsmArray.

 Bye,

 Jean
Title: Re: Pathfinding Actions Beta
Post by: LordHorusNL on July 21, 2017, 10:20:52 AM
Thanks for the update jean, after replacing the agent stop actions with the new one everything is working fine now.
Title: problem with pathfinding actions
Post by: cel on August 04, 2020, 06:02:18 PM
hey guys,

I have an fsm with 3 states, each one is supposed to move a navmesh agent to a different  object, so state 1 move to object 1 on arrival go to state 2 and move to object 2 on arrival go to state 3 and move to object 3.

The problem is that the agent goes to object 3 straight away, the graph fires immediately to state 3.

I tried set agent destination, set agent destination as game object with agent move and checking distance (if distance =0 fire to next state)… but it fires straight to state 3.

Any help? Am I doing something wrong?