playMaker

Author Topic: Pathfinding Actions Beta  (Read 80098 times)

Omninorm

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Re: Pathfinding Actions Beta
« Reply #60 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 #61 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 #62 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.
Check out our homepage. http://www.walsberg.no
Or my personal game blog for news about my games. http://retro-tetro.walsberg.no

jeanfabre

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Re: Pathfinding Actions Beta
« Reply #63 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 #64 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 #65 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 #66 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 #67 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 #68 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 #69 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 #70 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.

cel

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problem with pathfinding actions
« Reply #71 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?