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Author Topic: A* pathfinding (stable 0v841)  (Read 104794 times)

3d_Artist1987

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Re: A* pathfinding (stable 0v841)
« Reply #390 on: July 01, 2016, 02:58:00 AM »
Any update?

precisionclear

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Re: A* pathfinding (stable 0v841)
« Reply #391 on: July 17, 2016, 08:20:49 AM »
The actions for this haven't been updated?! Noooooo~~~!
I'm lucky, decided to try the free version first before spending $100 to buy.
Isn't this the only decent pathfinding solution available in Unity.

Can we pool funds together to help incentevize the dev team to create an action list...
If 20 people are interested and all give $5, surely that would be enough for them to do a quick release?

I'm working on a 2D game, unlikely that Unity's Navmesh covers a XY plane.

rik

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Re: A* pathfinding (stable 0v841)
« Reply #392 on: July 17, 2016, 12:15:18 PM »
hey send me what actions list you need i will help you.

jess84

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Re: A* pathfinding (stable 0v841)
« Reply #393 on: August 14, 2016, 04:22:16 AM »
Are these actions going to be updated?

I just bought the pro version without realise playmaker support for it was dead  :'(

joepalos

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Re: A* pathfinding (stable 0v841)
« Reply #394 on: August 15, 2016, 12:02:23 PM »
A* is still usable with Playmaker with a little trickery. Get Property and Set Property are your friends. You can set the destination of an agent, read if it has arrived, send commands, etc.

I can (kind of) help you out if you need me to.

jess84

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Re: A* pathfinding (stable 0v841)
« Reply #395 on: August 29, 2016, 07:17:40 AM »
Cool, thanks.

I'll have a play around with it, see if I can get what I need from Get/Set properties.

Shame such a cool 3rd party pack hasn't gone for full/official PM support :/

BDFgames

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Re: A* pathfinding (stable 0v841)
« Reply #396 on: December 09, 2016, 04:13:40 PM »
Hi guys. What's the latest on A* pathfinding support in Playmaker? This seems to be the latest info, but I note it's from back in August. Has there been any progress since then?

I'm currently experimenting with A* (Unity's navmesh, it turns out, is "limited" in certain areas) and it'd make things MUCH easier if I can use Playmaker's visual interface.  :)

tcmeric

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Re: A* pathfinding (stable 0v841)
« Reply #397 on: March 14, 2017, 02:27:48 AM »
I am going to Necro this thread. Is there still interest in custom playmakeractions for A* Pathfinding? I am just trying to gauge the desire for this, as I am considering doing it.

I might make some for my next project. Havent decide yet if I want to use A* or not yet.

BDFgames

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Re: A* pathfinding (stable 0v841)
« Reply #398 on: March 14, 2017, 01:51:38 PM »
Yes, I would be very interested.  :)

tcmeric

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Re: A* pathfinding (stable 0v841)
« Reply #399 on: March 15, 2017, 02:05:47 AM »
Are you using it right now? Any specific actions you need?

BDFgames

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Re: A* pathfinding (stable 0v841)
« Reply #400 on: March 15, 2017, 02:24:27 AM »
I'm not currently, no, as I went back to Unity's navmesh agent, but definitely open to revisiting A* as it would enable proper random level generation.

Where would you propose to start?

tcmeric

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Re: A* pathfinding (stable 0v841)
« Reply #401 on: March 16, 2017, 07:03:17 AM »
Honestly, I am still trying to figure out why I would use A* over unitys built in pathfinding actually.  :o

BDFgames

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Re: A* pathfinding (stable 0v841)
« Reply #402 on: March 19, 2017, 02:10:08 AM »
The reason I'm interested is that you can't build the standard Unity navmesh at runtime, which A* can. Realistically, that's the only reason I'm interested in it, as vanilla navmesh does everything else I need at present. Others will doubtless have other needs, of course.  :)

terri

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Re: A* pathfinding (stable 0v841)
« Reply #403 on: March 20, 2017, 03:23:50 AM »
Unity is close to pushing out Navmesh runtime baking! There is some experimental stuff out already:
https://github.com/Unity-Technologies/NavMeshComponents

https://unity3d.com/unity/roadmap (look under beta 5.6)

tcmeric

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Re: A* pathfinding (stable 0v841)
« Reply #404 on: March 20, 2017, 03:54:38 AM »
Thanks. I just want to make sure that I am using my time wisely when making custom actions. I may not move forward on this project, as it seems unity is more and more able to handle things itself.  :o