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Author Topic: A* pathfinding (stable 0v841)  (Read 233248 times)

3d_Artist1987

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Re: A* pathfinding (stable 0v841)
« Reply #390 on: July 01, 2016, 05:58:00 AM »
Any update?

rik

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Re: A* pathfinding (stable 0v841)
« Reply #391 on: July 17, 2016, 03:15:18 PM »
hey send me what actions list you need i will help you.

jess84

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Re: A* pathfinding (stable 0v841)
« Reply #392 on: August 14, 2016, 07:22:16 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 #393 on: August 15, 2016, 03:02:23 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 #394 on: August 29, 2016, 10:17:40 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 #395 on: December 09, 2016, 06:13:40 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 #396 on: March 14, 2017, 05:27:48 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 #397 on: March 14, 2017, 04:51:38 PM »
Yes, I would be very interested.  :)

tcmeric

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Re: A* pathfinding (stable 0v841)
« Reply #398 on: March 15, 2017, 05:05:47 AM »
Are you using it right now? Any specific actions you need?

BDFgames

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Re: A* pathfinding (stable 0v841)
« Reply #399 on: March 15, 2017, 05:24:27 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 #400 on: March 16, 2017, 10:03:17 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 #401 on: March 19, 2017, 05:10:08 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 #402 on: March 20, 2017, 06:23:50 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 #403 on: March 20, 2017, 06:54:38 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

Silicon Power

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Re: A* pathfinding (stable 0v841)
« Reply #404 on: June 28, 2018, 09:51:00 PM »
Is there any update for this? I mean does it work with last version of A* Pathfinding.