playMaker

Author Topic: A* pathfinding (stable 0v841)  (Read 226059 times)

tcmeric

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Re: A* pathfinding (stable 0v841)
« Reply #405 on: June 29, 2018, 11:58:36 AM »
I have partial version that I believe still works with the current. However, A* is a big package that contains all kinds of things. My actions only cover a very small part. If you want a copy, join me over at https://invite-playmaker-slack.herokuapp.com . My handle is tcmeric.

Is there something specific you want in A* that you think/know that unity navmesh doesnt cover?

Silicon Power

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Re: A* pathfinding (stable 0v841)
« Reply #406 on: June 30, 2018, 03:15:21 PM »
I have partial version that I believe still works with the current. However, A* is a big package that contains all kinds of things. My actions only cover a very small part. If you want a copy, join me over at https://invite-playmaker-slack.herokuapp.com . My handle is tcmeric.

Is there something specific you want in A* that you think/know that unity navmesh doesnt cover?

I believe A* pathfinding is a lot better than unity default. I've created a procedural pathfinding easily for an open world game. I doubt if unity can be used for large maps.

Anyway I tried to register on that site and it's told me " It looks like you're in an embargoed country.This means you can't create a new team or an account on Slack. " (Suck a fool racist website)

miguelfanclub

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Re: A* pathfinding (stable 0v841)
« Reply #407 on: November 28, 2018, 11:05:18 AM »
Any update here?
Playmaker still doesnt have any a* solution, neither in the asset sore.

The slack invitation also doesnt work.

tcmeric

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Re: A* pathfinding (stable 0v841)
« Reply #408 on: November 28, 2018, 07:54:45 PM »
The slack invitation should work. We have new people joining regularly.

PM me your email address and I will send you an invite manually. Also make sure the invite is not getting blocked by your spam filter.


MattyWS

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Re: A* pathfinding (stable 0v841)
« Reply #409 on: May 29, 2019, 07:30:44 PM »
I'd hate to be that guy but I'm also very curious about playmaker and Aron Granberg's A* pathfinding project. I anticipate my next project will have thousands of units running around. and want the very best system for it. :)

Is there any update on playmaker actions for this package?


Christoph

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Re: A* pathfinding (stable 0v841)
« Reply #410 on: March 07, 2021, 09:00:38 AM »
Hello! Looking for actions as well.

Silicon Power

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Re: A* pathfinding (stable 0v841)
« Reply #411 on: June 02, 2023, 12:42:59 AM »
Still no action for this asset?

Zenfish

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Re: A* pathfinding (stable 0v841)
« Reply #412 on: June 19, 2023, 01:45:41 PM »
Here is the only action i need with A*. That allows you to change the target destination (works with the “destination setter” component) It can also be done with the “set property” action. Hope it can help.

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;
using Pathfinding;

namespace HutongGames.PlayMaker.Actions
{
    [ActionCategory(ActionCategory.ScriptControl)]
    [Tooltip("Change the target of an A* AI agent.")]
    public class AstarDestination : FsmStateAction
    {

        [RequiredField]
        [Tooltip("The GameObject containing the AIDestinationSetter component.")]
        public FsmGameObject MovingObject;
        [RequiredField]
        [Tooltip("The new target to set for the A* AI agent.")]
        public FsmGameObject DestinationObject;

       

        private AIDestinationSetter aiDestinationSetter;

        public override void OnEnter()
        {
            aiDestinationSetter = MovingObject.Value?.GetComponent<AIDestinationSetter>();

            if (aiDestinationSetter != null)
            {
                aiDestinationSetter.target = DestinationObject.Value?.transform;
            }

            Finish();
        }
    }
}