A* Pathfinding Project 2.5 Is Released!
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sturestone



Joined: 20 Oct 2007
Posts: 581
Location: Sweden

PostPosted: Sat Feb 13, 2010 1:28 pm    Post subject: A* Pathfinding Project 2.5 Is Released! Reply with quote
Hi everyone!

After a long wait, the A* Pathfinding Project version 2.5 is now released!

For those who don't know what it is,
The A* Project is a simple to use but yet powerful pathfinding for Unity 3d.
The aim is to create an out-of-the box pathfinding which could be used in any game without having to deal with the complex stuff.
The only thing you need to implement pathfinding in your scripts are 3 lines of code!

This update features a lot of great new stuff such as new grid generators and an improved UI, here's list of some of the features:

Arrow A bunch of new grid generators, including:
⁃ Texture Generator : Now you can generate your grids from a texture.
⁃ Mesh Generator : The system does now support true navmeshes.
⁃ Bounds Generator : This generates 4 points around all objects and navigates between them.
⁃ List Generator : You can also place all nodes manually with this grid generator.
⁃ Procedural Generator : If these are not enough, here's the option to code your own generators.

Arrow Node linking is now a lot easier, new node linking features are:
⁃ You can now use the scene view to just click where you want the link to start and where it should end, rather than adjusting all positions manually.
⁃ There is also support for one-way links now.
⁃ And, if you want to make some minor corrections to the grid, no problem, you can now use Node Enablers and Disablers.

Arrow The Seeker script has been heavily updates, for example it now features:
⁃ Sending error messages or empty arrays when the pathfinding couldn't find a valid path.
⁃ The end position doesn't need to be snapped to the nearest node now, the pathfinding will return a path to the exact point you searched for.
⁃ And if you want to only search in a specific grid, you might want to have one grid for vehicles and one for by-foot units, it's now possible.
⁃ Corrected a bug which made the Remove First variable useless since it was hardcoded to True.

Arrow Although it is not a part of the system, the AI script has been heavily updated too and is now named AIFollow:
⁃ The whole script has been rewritten in C#.
⁃ It has now an option to follow a specific object and execute pathfinding towards it at regular intervals.

Arrow Other new features are:
⁃ A built in bug reporter.
⁃ An improved UI, a lot of stuff does now have icons, and there are a lot more tooltips.
⁃ Better debugging, for example you can now see exactly which nodes the last path searched, in real-time!

Arrow Performance is always good, you might think this script is fast, but I have found that by hardcoding certain options I can increase the scripts performance to run twice as fast (although all these new options has slowed it down a bit). A tutorial about this will be released later.


To download the A* Pathfinding Project 2.5 visit http://arongranberg.com/unity/a-pathfinding/

Thanks to all beta testers and a special thanks to Legionaryu (forum user), he was actually the first one to make it possible to use navmeshes with this system.

Hope you find it great Very Happy

-Aron



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A* Pathfinding - Out-of-the-box pathfinding
Sture The Stone aka Aron Granberg
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SimonAlkemade



Joined: 04 Feb 2009
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Location: Amsterdam

PostPosted: Sat Feb 13, 2010 2:56 pm    Post subject: Reply with quote
Nice Very Happy
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liverol



Joined: 10 Feb 2009
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PostPosted: Sun Feb 14, 2010 8:38 am    Post subject: Reply with quote
this is the most useful kit in the new year 2010!!
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Discord



Joined: 19 Mar 2009
Posts: 870
Location: Alabama

PostPosted: Sun Feb 14, 2010 8:56 am    Post subject: Reply with quote
This looks better every release. I will have to check this out when I have a chance. Thanks for working on this, I know this will help a lot of people out.
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bibbinator



Joined: 20 Nov 2009
Posts: 79
Location: Moon

PostPosted: Tue Feb 16, 2010 10:13 am    Post subject: Reply with quote
Just a quick note to say I was lucky enough to help Beta test this release and there's a lot to like as you can see from the release notes. I highly recommend trying it out, you won't regret it.

For me, the Texture and Procedural methods have opened up a lot of new, interesting possibilities, and I'm using the Texture method in a new game and it's working very well.

Well done Aron!

Cheers,
Brett
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Nic Cusworth



Joined: 12 Oct 2008
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PostPosted: Wed Feb 17, 2010 6:13 am    Post subject: Reply with quote
This is a great bit of tech. I've only just started to scratch the surface. The online doc is soooo much better now.

Awesome work... as soon as it looks like I might have something worth putting out with it, I'll be PayPaling the $$

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dreamora



Joined: 05 Apr 2008
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PostPosted: Wed Feb 17, 2010 8:07 am    Post subject: Reply with quote
Great work!

Smile

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Nintari



Joined: 07 Jul 2009
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PostPosted: Wed Feb 17, 2010 8:47 am    Post subject: Reply with quote
Awesome. Thanks you!
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Mister Ed



Joined: 15 Nov 2009
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PostPosted: Fri Feb 19, 2010 2:31 pm    Post subject: Reply with quote
Great work!
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kenlem



Joined: 16 Oct 2008
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PostPosted: Fri Feb 19, 2010 3:09 pm    Post subject: Reply with quote
Does this work with the iPhone? I know you were using the new GUI commands.
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dreamora



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PostPosted: Fri Feb 19, 2010 3:10 pm    Post subject: Reply with quote
the generated data work yes Smile
the editor requires unity desktop until the ubermerge has happened

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kenlem



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PostPosted: Fri Feb 19, 2010 3:57 pm    Post subject: Reply with quote
Thanks dreamora. That's an acceptable solution.
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tatoforever



Joined: 16 Apr 2009
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Location: Montréal Quebec

PostPosted: Sat Feb 20, 2010 7:47 am    Post subject: Reply with quote
Am working on a waypoint navigation system, optimized for the iPhone. I will provably release it later on. By the mean time you can grab this one (I've already test it out and is quite nice, great editor aditions).
Cheers,

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Forgotten Memories W.I.P Thread [16+]:

http://forum.unity3d.com/viewtopic.php?p=323571&highlight=&sid=5b1e1d785f1049e675408ff6a84ac630

Dead Strike iPhone v1.2.6 is out:

http://www.youtube.com/watch?v=dX7NcdVdIXo

Dead Strike v1.3 W.I.P:

http://www.youtube.com/watch?v=yZG5b21qobs
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Nic Cusworth



Joined: 12 Oct 2008
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PostPosted: Sun Feb 21, 2010 2:42 am    Post subject: Reply with quote
Loving this bit of code... but have a request for help. My code fu simply isn't up to it - and unfortunately I think it's probably pretty simple Smile

I'm using the AI Follow script and I'd like to modify it so that is accelerates at the beginning of the path and decelerates at the end of the path instead of a constant speed.

Any tips on how I might do this?!

Thanks in advance.

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Nic Cusworth



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PostPosted: Sun Feb 21, 2010 3:11 am    Post subject: Reply with quote
Oh - should have probably mentioned that the acceleration is not such a problem. I have a very simple speed ramp at the beginning of the move... it's more the slowing down to the last point that's freakin my mind!
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