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	<title>Comments for Aron Granberg.com</title>
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	<link>http://www.arongranberg.com</link>
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	<lastBuildDate>Thu, 22 Jul 2010 17:06:48 +0000</lastBuildDate>
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		<title>Comment on How do I use my code with the A* script? by Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-975</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Thu, 22 Jul 2010 17:06:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-975</guid>
		<description>HI Oleg

The best way is to call the (so far undocumented) function called SetNodes.
You can find an example in the Clicker.cs script.
Basically you first instantiate the building, then you call 
&lt;code&gt;SetNodes (false,myBuilding.colldider.bounds,true);// (walkable, Bounds, fullPhysicsCheck) &lt;/code&gt;
I think that&#039;s the syntax anyway...don&#039;t remember... check the Clicker.cs script.
If you use fullPhysicsCheck then it will look exactly as if the building was there since the beginning.
if you don&#039;t use fullPhysicsCheck the script will just use some approximations instead of the real world data.</description>
		<content:encoded><![CDATA[<p>HI Oleg</p>
<p>The best way is to call the (so far undocumented) function called SetNodes.<br />
You can find an example in the Clicker.cs script.<br />
Basically you first instantiate the building, then you call<br />
<code>SetNodes (false,myBuilding.colldider.bounds,true);// (walkable, Bounds, fullPhysicsCheck) </code><br />
I think that&#8217;s the syntax anyway&#8230;don&#8217;t remember&#8230; check the Clicker.cs script.<br />
If you use fullPhysicsCheck then it will look exactly as if the building was there since the beginning.<br />
if you don&#8217;t use fullPhysicsCheck the script will just use some approximations instead of the real world data.</p>
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		<title>Comment on A* Pathfinding by Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-973</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Thu, 22 Jul 2010 15:26:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-973</guid>
		<description>Hi Adam

I have been (and am) on vacation so I haven&#039;t been able to answer your comment until now.
You can fix the problem by including the AstarData.cs script from the GridData folder in the example project (2.8beta) (I should have put it in the /pathfinding folder, but well, that&#039;s why you have betas) and the AstarDataEditor.cs script from the Editor folder.

The AstarData.asset asset isn&#039;t needed for the project to work.</description>
		<content:encoded><![CDATA[<p>Hi Adam</p>
<p>I have been (and am) on vacation so I haven&#8217;t been able to answer your comment until now.<br />
You can fix the problem by including the AstarData.cs script from the GridData folder in the example project (2.8beta) (I should have put it in the /pathfinding folder, but well, that&#8217;s why you have betas) and the AstarDataEditor.cs script from the Editor folder.</p>
<p>The AstarData.asset asset isn&#8217;t needed for the project to work.</p>
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		<title>Comment on AI Follow Component by Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/api/aifollow/comment-page-1/#comment-972</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Thu, 22 Jul 2010 14:52:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=515#comment-972</guid>
		<description>Hi Raihje

Ok, you seem to have found the solutions to most of the problems, I have been without internet for a week so I haven&#039;t been able to answer.

From what I can understand, your scene is laid out flat and I guess the grid offset in the A* settings is set to 0 on the Y axis.
Try to change the Y offset to -0.1 (just so the grid&#039;s bound&#039;s bottom isn&#039;t exactly in line with the ground), it&#039;s probably floating point errors which causes the problem (just because your goblin seems to be placed on Y position 0 it could be -0.0001 which would cause the IsPositonInsideBounds check to fail).

PS: The thing with the goblins getting stuck at corners, try checking the toggle Don&#039;t Cut Corners in the A* Settings, hopefully it will help.

Hope it helps,
Aron</description>
		<content:encoded><![CDATA[<p>Hi Raihje</p>
<p>Ok, you seem to have found the solutions to most of the problems, I have been without internet for a week so I haven&#8217;t been able to answer.</p>
<p>From what I can understand, your scene is laid out flat and I guess the grid offset in the A* settings is set to 0 on the Y axis.<br />
Try to change the Y offset to -0.1 (just so the grid&#8217;s bound&#8217;s bottom isn&#8217;t exactly in line with the ground), it&#8217;s probably floating point errors which causes the problem (just because your goblin seems to be placed on Y position 0 it could be -0.0001 which would cause the IsPositonInsideBounds check to fail).</p>
<p>PS: The thing with the goblins getting stuck at corners, try checking the toggle Don&#8217;t Cut Corners in the A* Settings, hopefully it will help.</p>
<p>Hope it helps,<br />
Aron</p>
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		<title>Comment on How do I use my code with the A* script? by Oleg</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-966</link>
		<dc:creator>Oleg</dc:creator>
		<pubDate>Wed, 21 Jul 2010 19:54:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-966</guid>
		<description>How can i recalculate grid after adding some buildings during the game?</description>
		<content:encoded><![CDATA[<p>How can i recalculate grid after adding some buildings during the game?</p>
]]></content:encoded>
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		<title>Comment on AI Follow Component by Raihje</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/api/aifollow/comment-page-1/#comment-965</link>
		<dc:creator>Raihje</dc:creator>
		<pubDate>Wed, 21 Jul 2010 19:46:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=515#comment-965</guid>
		<description>Ok I fixed everything except, unless your reallllly careful, you get some &quot;Start is not
Within Grid&quot; and he&#039;s in plain sight of a grid. Like he couldn&#039;t not stray from the grid the
way the level is designed. It&#039;s just weird. I need to solve it because the cube sits there
stupidly, while I walk all around. In the Debug it looks like he&#039;s just frozen with a rapid
fire blue line (raycast?) in front of him. Friggen annoying. So close to having everything
perfect, and something small like this tears the whole game apart. Goblin friends can&#039;t
follow you, if 1 cube can&#039;t even follow you.</description>
		<content:encoded><![CDATA[<p>Ok I fixed everything except, unless your reallllly careful, you get some &#8220;Start is not<br />
Within Grid&#8221; and he&#8217;s in plain sight of a grid. Like he couldn&#8217;t not stray from the grid the<br />
way the level is designed. It&#8217;s just weird. I need to solve it because the cube sits there<br />
stupidly, while I walk all around. In the Debug it looks like he&#8217;s just frozen with a rapid<br />
fire blue line (raycast?) in front of him. Friggen annoying. So close to having everything<br />
perfect, and something small like this tears the whole game apart. Goblin friends can&#8217;t<br />
follow you, if 1 cube can&#8217;t even follow you.</p>
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	<item>
		<title>Comment on AI Follow Component by Raihje</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/api/aifollow/comment-page-1/#comment-961</link>
		<dc:creator>Raihje</dc:creator>
		<pubDate>Tue, 20 Jul 2010 15:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=515#comment-961</guid>
		<description>Ok all the errors are gone :P Awesome, managed to get my own little demo level going!
I only have one last small issue. If you have 1 one. make him go to one side, then ask him
to go to the other side, he stands there with a blue line going right to the other side of
the wall. I tried cutting in half the grid radius thing, and the height, didn&#039;t do anything.
is there any way I can reduce his.. LOS to only see a square in front of him?
He can go around corners pretty good for the most part, the blue line kinda has to drag
him a bit sometimes but that&#039;s fine as far as I&#039;m concerned. But I don&#039;t want the
character to double back along a wall and have the AI get stuck because he&#039;s only on
the other side of a wall - still unreachable though.</description>
		<content:encoded><![CDATA[<p>Ok all the errors are gone <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  Awesome, managed to get my own little demo level going!<br />
I only have one last small issue. If you have 1 one. make him go to one side, then ask him<br />
to go to the other side, he stands there with a blue line going right to the other side of<br />
the wall. I tried cutting in half the grid radius thing, and the height, didn&#8217;t do anything.<br />
is there any way I can reduce his.. LOS to only see a square in front of him?<br />
He can go around corners pretty good for the most part, the blue line kinda has to drag<br />
him a bit sometimes but that&#8217;s fine as far as I&#8217;m concerned. But I don&#8217;t want the<br />
character to double back along a wall and have the AI get stuck because he&#8217;s only on<br />
the other side of a wall &#8211; still unreachable though.</p>
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	<item>
		<title>Comment on AI Follow Component by Raihje</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/api/aifollow/comment-page-1/#comment-960</link>
		<dc:creator>Raihje</dc:creator>
		<pubDate>Tue, 20 Jul 2010 13:30:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=515#comment-960</guid>
		<description>Ook, I managed to bring all the errors down to one - it says StarPath() doesn&#039;t exist.
That seems to be the only issue now. Realized &quot;Animation&quot; and stuff was in the other
folder lol - Fail..

Alright. So, any pointers or help, would be dually nice..</description>
		<content:encoded><![CDATA[<p>Ook, I managed to bring all the errors down to one &#8211; it says StarPath() doesn&#8217;t exist.<br />
That seems to be the only issue now. Realized &#8220;Animation&#8221; and stuff was in the other<br />
folder lol &#8211; Fail..</p>
<p>Alright. So, any pointers or help, would be dually nice..</p>
]]></content:encoded>
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		<title>Comment on AI Follow Component by Raihje</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/api/aifollow/comment-page-1/#comment-954</link>
		<dc:creator>Raihje</dc:creator>
		<pubDate>Mon, 19 Jul 2010 17:49:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=515#comment-954</guid>
		<description>Oh side note - I deleted any &quot;animator&quot; and &quot;AIAnimation&quot; strings anywhere (including
whatever had that inside it, so the Stop() (if whatever animation etc..) And then it
gave me a parsing error, but that was the only error and it pointed to a line that
(imo) shouldn&#039;t be an error. 

Assets/Standard Assets/Pathfinding/AIFollow.cs(131,29): error CS8025: Parsing error the line just said
		direction.y = 0;
So you can see my predicament? I have 4 days tops to get this working before my
team throws me in a guillotine lol. I hate unity, but it&#039;s what we have to use for this
job so for now I&#039;m gritting for the 2,000 bucks I&#039;m making this month :S

Next time I have to choose a job description for a game, I&#039;m choosing artist or
Designer, programmers have it too hard with unity, being forced to learn something in
like... a week flat is a pain :P I think I&#039;d be a decent designer, I know a little about
everything, not enough to really specialize &gt;-&gt;</description>
		<content:encoded><![CDATA[<p>Oh side note &#8211; I deleted any &#8220;animator&#8221; and &#8220;AIAnimation&#8221; strings anywhere (including<br />
whatever had that inside it, so the Stop() (if whatever animation etc..) And then it<br />
gave me a parsing error, but that was the only error and it pointed to a line that<br />
(imo) shouldn&#8217;t be an error. </p>
<p>Assets/Standard Assets/Pathfinding/AIFollow.cs(131,29): error CS8025: Parsing error the line just said<br />
		direction.y = 0;<br />
So you can see my predicament? I have 4 days tops to get this working before my<br />
team throws me in a guillotine lol. I hate unity, but it&#8217;s what we have to use for this<br />
job so for now I&#8217;m gritting for the 2,000 bucks I&#8217;m making this month :S</p>
<p>Next time I have to choose a job description for a game, I&#8217;m choosing artist or<br />
Designer, programmers have it too hard with unity, being forced to learn something in<br />
like&#8230; a week flat is a pain <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' />  I think I&#8217;d be a decent designer, I know a little about<br />
everything, not enough to really specialize &gt;-&gt;</p>
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	<item>
		<title>Comment on AI Follow Component by Raihje</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/api/aifollow/comment-page-1/#comment-953</link>
		<dc:creator>Raihje</dc:creator>
		<pubDate>Mon, 19 Jul 2010 17:44:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=515#comment-953</guid>
		<description>Ok, so everything in the demo worked fine, but I&#039;m trying to make a maze, and you go
around and &quot;rescue goblins&quot; (your a goblin) avoiding the dragonkin that (until a fix a
bug) will cut you in half with one (rapid-fire) fell sweep of his big sword. But, I put the
AIFollow.cs script (I use JS, not cs, so I have no idea what it&#039;s doing really &gt;-&gt;) but it
says 

Assets/Standard Assets/Pathfinding/AIFollow.cs(20,17): error CS0246: The type or namespace name `AIAnimation&#039; could not be found. Are you missing a using directive or an assembly reference?

How can I fix this? And any ideas on how I can make sure the Goblins can follow the
player around the maze efficiently? (Also, traps and rotating walls, and all sorts of
stuff will be in there too, so Pathfinding might be a challenge for the average goblin xD)</description>
		<content:encoded><![CDATA[<p>Ok, so everything in the demo worked fine, but I&#8217;m trying to make a maze, and you go<br />
around and &#8220;rescue goblins&#8221; (your a goblin) avoiding the dragonkin that (until a fix a<br />
bug) will cut you in half with one (rapid-fire) fell sweep of his big sword. But, I put the<br />
AIFollow.cs script (I use JS, not cs, so I have no idea what it&#8217;s doing really &gt;-&gt;) but it<br />
says </p>
<p>Assets/Standard Assets/Pathfinding/AIFollow.cs(20,17): error CS0246: The type or namespace name `AIAnimation&#8217; could not be found. Are you missing a using directive or an assembly reference?</p>
<p>How can I fix this? And any ideas on how I can make sure the Goblins can follow the<br />
player around the maze efficiently? (Also, traps and rotating walls, and all sorts of<br />
stuff will be in there too, so Pathfinding might be a challenge for the average goblin xD)</p>
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	<item>
		<title>Comment on Get Started With The A* Project by Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/get-started/comment-page-1/#comment-935</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 16 Jul 2010 09:01:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=430#comment-935</guid>
		<description>Huh, I haven&#039;t heard of that before.

Do you set the mask to a value, and then it get&#039;s reset, is that what happens? (remember that selected layers are shown by an &quot;O&quot; to the left of the layer name, unity hasn&#039;t made real layerMask fields possible to do in editorGUI).

And if it crashes, what do you do right before it crashes? (are you using windows or mac?).
Also make sure you have multithreading disabled.

&lt;em&gt;Sorry for answering late, I have been (and am) on holiday, but I’m home for one day so I will try to answer as many comments as possible.&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>Huh, I haven&#8217;t heard of that before.</p>
<p>Do you set the mask to a value, and then it get&#8217;s reset, is that what happens? (remember that selected layers are shown by an &#8220;O&#8221; to the left of the layer name, unity hasn&#8217;t made real layerMask fields possible to do in editorGUI).</p>
<p>And if it crashes, what do you do right before it crashes? (are you using windows or mac?).<br />
Also make sure you have multithreading disabled.</p>
<p><em>Sorry for answering late, I have been (and am) on holiday, but I’m home for one day so I will try to answer as many comments as possible.</em></p>
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