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Author Topic: Pathfinding Actions Beta  (Read 71567 times)

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #60 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

Rabagast

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Re: Pathfinding Actions Beta
« Reply #61 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.
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Omninorm

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Re: Pathfinding Actions Beta
« Reply #62 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.




jeanfabre

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Re: Pathfinding Actions Beta
« Reply #63 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

Omninorm

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Re: Pathfinding Actions Beta
« Reply #64 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.


jeanfabre

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Re: Pathfinding Actions Beta
« Reply #65 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

Rabagast

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Re: Pathfinding Actions Beta
« Reply #66 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.
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jeanfabre

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Re: Pathfinding Actions Beta
« Reply #67 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

LordHorusNL

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Re: Pathfinding Actions Beta
« Reply #68 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.

tcmeric

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Re: Pathfinding Actions Beta
« Reply #69 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?

LordHorusNL

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Re: Pathfinding Actions Beta
« Reply #70 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?

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #71 on: June 29, 2017, 02:26:53 AM »
Hi,

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

 Bye,

 Jean

LordHorusNL

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Re: Pathfinding Actions Beta
« Reply #72 on: June 29, 2017, 07:41:30 AM »
Thanks Jean, i thought i was loosing my mind not being able to fin them ;D

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #73 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

LordHorusNL

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Re: Pathfinding Actions Beta
« Reply #74 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.