Get Started Tutorial - A* Pathfinding Project (5.0+)

Поділитися
Вставка
  • Опубліковано 25 січ 2025

КОМЕНТАРІ • 7

  • @BindingForceDevelopment
    @BindingForceDevelopment 16 днів тому +1

    You really spoil the Unity community :) This is a must have addition to your game making tools in Unity. If you don't have the time to brew up your own pathfinding solution as a solo dev like me or you just want to see what is possible, this project is a lifesaver and a wealth of knowledge just waiting to be tapped. You saved my butt many a times, Aron! I use this in every project I start. The Hex grid solution really paid off in my first game, Nodrog's Fortress. I'll send you a key when the enhanced edition drops this summer if you want!

  • @teemuleinonen1696
    @teemuleinonen1696 16 днів тому +2

    Bought the pack only a few weeks ago and already getting an update confirms even more that I made a right decision. Keep up the great work!

    • @Tamdev9
      @Tamdev9 2 дні тому

      how it compare with unity nav? i'm consider to buy it

    • @teemuleinonen1696
      @teemuleinonen1696 2 дні тому +1

      @@Tamdev9 I only work in 2D so I don't know about the 3D side, but for starters there's just lot more options on how to setup the navmesh. Just being able to choose between a grid or a mesh-based nav is something I really like. Also there's a lot more customization you can do on the paths themselves, for example all the smoothing options that affect the path. Also more customization on how the agents avoid collisions with each other is really good. I can't even begin to describe every feature I like, but TL;DR Better 2D support, more customization on pretty much everything and more good out-of-the-box solutions as well!

    • @teemuleinonen1696
      @teemuleinonen1696 2 дні тому +1

      @@Tamdev9 One more thing, the agents being able to automatically use character controller, rigidbody or transforms depending on which you're using is such a nice feature to have.

  • @LouisTheNewDeveloper
    @LouisTheNewDeveloper 7 днів тому

    this tutorial is better than the old ones! good job! In addition, I would suggest you provide more best practices tutorials. I have been using this asset for my first game. but still I am not very familiar with it. When I need some solutions, I feel struggled to figure out one. For example, if the best practice is having 1 graph for each scene(like mentioned in this video), it has its own settings for a type of agent only match this graph, like agent with radius 0.5f, say a normal human size monster. But what if there are other 2 type of agent with radius 3f,and 0.1f, say a Giant Monster and a worm. what should I do for all of the 3 type agents co-exist on the graph in the same scene?
    My point is : guide solutions like this can help the asset users speed up of their understanding of the asset and speed up their development process, further it will speed up the asset's grow.
    just a genuine advice from a true supporter.

  • @davemurray9977
    @davemurray9977 7 днів тому

    Hi Aron, I was wondering if you could help me understand how to get my 3d graphs to recognise slopes? I've got a scene with a floor, a raised platform and a ramp connecting them both, but I'm struggling to get the graph to recognise the ramp as walkable.