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	<title>Comments on: About</title>
	<atom:link href="http://www.arongranberg.com/about/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.arongranberg.com</link>
	<description>Updating the website theme...</description>
	<lastBuildDate>Sat, 04 Sep 2010 16:43:10 +0000</lastBuildDate>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-520</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Sat, 17 Apr 2010 10:14:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-520</guid>
		<description>Hi Bryan

Sorry for not responding for so long : (

1. Sure you can, just call AstarPath.active.Scan (), however this might cause the game to freeze for a second, so I recommend that you use the built-in functions for modifying the grid (supposing you are using the &#039;Grid&#039; or &#039;Texture&#039; generators, you can call SetNodes () to change the grid, an example can be found in the Clicker.cs script in the example project.

2. Check the FAQ page, I have covered the issue there.

Hope this will help you, and again, sorry for not responding.

Regards,
Aron</description>
		<content:encoded><![CDATA[<p>Hi Bryan</p>
<p>Sorry for not responding for so long : (</p>
<p>1. Sure you can, just call AstarPath.active.Scan (), however this might cause the game to freeze for a second, so I recommend that you use the built-in functions for modifying the grid (supposing you are using the &#8216;Grid&#8217; or &#8216;Texture&#8217; generators, you can call SetNodes () to change the grid, an example can be found in the Clicker.cs script in the example project.</p>
<p>2. Check the FAQ page, I have covered the issue there.</p>
<p>Hope this will help you, and again, sorry for not responding.</p>
<p>Regards,<br />
Aron</p>
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	<item>
		<title>By: Bryan</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-498</link>
		<dc:creator>Bryan</dc:creator>
		<pubDate>Tue, 06 Apr 2010 03:34:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-498</guid>
		<description>Hi Aron, are you able to re-scan (grid-based)at runtime to account for new obstacles that may be place in levels?  Thanks! Awesome code, you should definitely definitely refine it more.

Likewise, with meshes, I continue to find the issue no nodes are walkable once I scan the mesh.  Any ideas?  It&#039;s nicely lined up but won&#039;t switch out easily for me into the current grid setup I have.

Bryan</description>
		<content:encoded><![CDATA[<p>Hi Aron, are you able to re-scan (grid-based)at runtime to account for new obstacles that may be place in levels?  Thanks! Awesome code, you should definitely definitely refine it more.</p>
<p>Likewise, with meshes, I continue to find the issue no nodes are walkable once I scan the mesh.  Any ideas?  It&#8217;s nicely lined up but won&#8217;t switch out easily for me into the current grid setup I have.</p>
<p>Bryan</p>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-433</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Tue, 23 Mar 2010 16:02:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-433</guid>
		<description>Hi Karolina

That is not possible currently, all the positions are generated in the Scan function and are not changed during runtime, and only the mesh mode has support for rotations (that&#039;s the navmeshRotation variable), I think I will expand this to the other grid generators later though.
You could however code a small function which iterates all nodes and adjusts their positions, there are a lot of examples of iterating the staticNodes list (all nodes) in the Scan () function.</description>
		<content:encoded><![CDATA[<p>Hi Karolina</p>
<p>That is not possible currently, all the positions are generated in the Scan function and are not changed during runtime, and only the mesh mode has support for rotations (that&#8217;s the navmeshRotation variable), I think I will expand this to the other grid generators later though.<br />
You could however code a small function which iterates all nodes and adjusts their positions, there are a lot of examples of iterating the staticNodes list (all nodes) in the Scan () function.</p>
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	<item>
		<title>By: karolina sobecka</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-431</link>
		<dc:creator>karolina sobecka</dc:creator>
		<pubDate>Mon, 22 Mar 2010 22:16:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-431</guid>
		<description>hi Aron,
I would like to be able to set the offset of the grid and to rotate it at different times during the game (not only on awake).  
I was able to set the offset, but I can&#039;t figure out how to set the rotation.  
I&#039;ve tried setting the navmeshRotation, but that didn&#039;t have any effect.  could you tell me how I can do that?

thanks for the amazing code : )

karolina</description>
		<content:encoded><![CDATA[<p>hi Aron,<br />
I would like to be able to set the offset of the grid and to rotate it at different times during the game (not only on awake).<br />
I was able to set the offset, but I can&#8217;t figure out how to set the rotation.<br />
I&#8217;ve tried setting the navmeshRotation, but that didn&#8217;t have any effect.  could you tell me how I can do that?</p>
<p>thanks for the amazing code : )</p>
<p>karolina</p>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-428</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Sat, 20 Mar 2010 09:14:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-428</guid>
		<description>Sure, you can use any object you want, anything with a collider attached.</description>
		<content:encoded><![CDATA[<p>Sure, you can use any object you want, anything with a collider attached.</p>
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	<item>
		<title>By: Stunts</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-426</link>
		<dc:creator>Stunts</dc:creator>
		<pubDate>Fri, 19 Mar 2010 20:50:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-426</guid>
		<description>This looks / works amazing in the demo. However do I have to use a unity terrain? can I just use a plane / any object? Im playing with it now and understanding how it works so forgive the somewhat dumb question :)

Thanks dude</description>
		<content:encoded><![CDATA[<p>This looks / works amazing in the demo. However do I have to use a unity terrain? can I just use a plane / any object? Im playing with it now and understanding how it works so forgive the somewhat dumb question <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks dude</p>
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	<item>
		<title>By: admin</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-202</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Fri, 13 Nov 2009 20:51:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-202</guid>
		<description>Probably you have missed the layer mask variables, you have to assign the terrain to a layer and then set the A* script to ignore that layer.</description>
		<content:encoded><![CDATA[<p>Probably you have missed the layer mask variables, you have to assign the terrain to a layer and then set the A* script to ignore that layer.</p>
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	<item>
		<title>By: Martin Nilsen</title>
		<link>http://www.arongranberg.com/about/comment-page-1/#comment-199</link>
		<dc:creator>Martin Nilsen</dc:creator>
		<pubDate>Fri, 13 Nov 2009 07:26:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=2#comment-199</guid>
		<description>Hi, I am just curious about your pathfinding module, and I made a new scene within you project, and copied all settings on the camera, seeker etc, but even though I&#039;ve got the same terrain as the one you used, I only get a large coverage of red non walkable nodes, and I dont understand why this would be, could you perhaps give me some insights?</description>
		<content:encoded><![CDATA[<p>Hi, I am just curious about your pathfinding module, and I made a new scene within you project, and copied all settings on the camera, seeker etc, but even though I&#8217;ve got the same terrain as the one you used, I only get a large coverage of red non walkable nodes, and I dont understand why this would be, could you perhaps give me some insights?</p>
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