playMaker

Author Topic: Pathfinding Actions Beta  (Read 99393 times)

BGT

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Re: Pathfinding Actions Beta
« Reply #15 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!
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jeanfabre

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Re: Pathfinding Actions Beta
« Reply #16 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

 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

BGT

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Re: Pathfinding Actions Beta
« Reply #17 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

pneill

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Re: Pathfinding Actions Beta
« Reply #18 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

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #19 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

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #20 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,

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #21 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

play_edu

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Re: Pathfinding Actions Beta
« Reply #22 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
« Last Edit: September 13, 2012, 02:19:38 AM by play_edu »

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #23 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
« Last Edit: September 13, 2012, 09:34:14 AM by jeanfabre »

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #24 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

gamedivision

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Re: Pathfinding Actions Beta
« Reply #25 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
« Last Edit: October 06, 2012, 04:50:45 PM by gamedivision »

gamedivision

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Re: Pathfinding Actions Beta
« Reply #26 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

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #27 on: October 08, 2012, 01:44:23 AM »
Hi,

 have you tried "SetAgentDestinationAsGameObject" action?

bye,

 Jean

gamedivision

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Re: Pathfinding Actions Beta
« Reply #28 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.

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #29 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