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	<title>Comments for Aron Granberg.com</title>
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	<link>http://www.arongranberg.com</link>
	<description>Updating the website theme...</description>
	<lastBuildDate>Mon, 15 Mar 2010 10:21:15 +0000</lastBuildDate>
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		<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-408</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Mon, 15 Mar 2010 10:21:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=430#comment-408</guid>
		<description>Hi Mikkel

The A* gameObject is a child under the &quot;searchers&quot; gameObject.</description>
		<content:encoded><![CDATA[<p>Hi Mikkel</p>
<p>The A* gameObject is a child under the &#8220;searchers&#8221; gameObject.</p>
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		<title>Comment on Get Started With The A* Project by Mikkel Larsen</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/get-started/comment-page-1/#comment-407</link>
		<dc:creator>Mikkel Larsen</dc:creator>
		<pubDate>Mon, 15 Mar 2010 09:12:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=430#comment-407</guid>
		<description>Hey Aron

I have the Terrain Scene open, and I am trying to go through the get started guide you wrote here. It might just be me, but I cannot find the A* game object in my project view at all. I can find the A* Instructions in the Hierarchy but I don&#039;t suppose that is what I am looking for. I have been looking through all the folders in the Project but I must be a bit blinded :S</description>
		<content:encoded><![CDATA[<p>Hey Aron</p>
<p>I have the Terrain Scene open, and I am trying to go through the get started guide you wrote here. It might just be me, but I cannot find the A* game object in my project view at all. I can find the A* Instructions in the Hierarchy but I don&#8217;t suppose that is what I am looking for. I have been looking through all the folders in the Project but I must be a bit blinded :S</p>
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	</item>
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		<title>Comment on Get Started With A* &#8211; Part 3 by Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/get-started/part3/comment-page-1/#comment-401</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Wed, 10 Mar 2010 15:11:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=484#comment-401</guid>
		<description>Hi Vimalakirti

Hmm, seams like I have to dig a bit deeper with this problem.
Do you think you can send me a simplified project that I can take a look at? (me email is aron[dot]g[at]me[dot]com)

Second, you can find the StartPath call syntax on &lt;a href=&quot;http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/&quot; rel=&quot;nofollow&quot;&gt;a page&lt;/a&gt; in the docs.

Third, this is only possible with the Grids mode, don&#039;t make two instances of the AstarPath script, the script is a singleton class (maybe I should write a warning about that somewhere), you simply click the Add Grid button in the static settings under &#039;Grids&#039; and then you can adjust it to any position you want.
The grid highest up in the list has the highest priority (it will be chosen if two grids are overlapping).</description>
		<content:encoded><![CDATA[<p>Hi Vimalakirti</p>
<p>Hmm, seams like I have to dig a bit deeper with this problem.<br />
Do you think you can send me a simplified project that I can take a look at? (me email is aron[dot]g[at]me[dot]com)</p>
<p>Second, you can find the StartPath call syntax on <a href="http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/" rel="nofollow">a page</a> in the docs.</p>
<p>Third, this is only possible with the Grids mode, don&#8217;t make two instances of the AstarPath script, the script is a singleton class (maybe I should write a warning about that somewhere), you simply click the Add Grid button in the static settings under &#8216;Grids&#8217; and then you can adjust it to any position you want.<br />
The grid highest up in the list has the highest priority (it will be chosen if two grids are overlapping).</p>
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	<item>
		<title>Comment on Get Started With A* &#8211; Part 3 by Vimalakirti</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/get-started/part3/comment-page-1/#comment-398</link>
		<dc:creator>Vimalakirti</dc:creator>
		<pubDate>Wed, 10 Mar 2010 05:44:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=484#comment-398</guid>
		<description>First of all, this is a really fine piece of work. I love it and will be sending you a check as soon as I have a game that will be for sale!

I&#039;m having the same problem as Willem. Obstacles are getting in the way. The blue debug line goes through them, the character doesn&#039;t stay on the grid waypoints. I made the grid of small squares, so the blue line is about as long as 6 grid squares. I&#039;m trying to track down a variable to tweak, without much luck. It looked like maybe pickNextWaypointDistance or maxStop but I reduced both with no change. Any help would be appreciated on how to make the character stay closer to the grid. 

That&#039;s my main struggle right now. I need to pass targets to the script without using the mouse click method, but I think I can track that down.

One other thing that would be nice to know is how to implement multiple grids like you were talking about. Your example was to use one for an interior space and another one for terrain. My question is how to do that. Each A* object with the Astar Path script attached?</description>
		<content:encoded><![CDATA[<p>First of all, this is a really fine piece of work. I love it and will be sending you a check as soon as I have a game that will be for sale!</p>
<p>I&#8217;m having the same problem as Willem. Obstacles are getting in the way. The blue debug line goes through them, the character doesn&#8217;t stay on the grid waypoints. I made the grid of small squares, so the blue line is about as long as 6 grid squares. I&#8217;m trying to track down a variable to tweak, without much luck. It looked like maybe pickNextWaypointDistance or maxStop but I reduced both with no change. Any help would be appreciated on how to make the character stay closer to the grid. </p>
<p>That&#8217;s my main struggle right now. I need to pass targets to the script without using the mouse click method, but I think I can track that down.</p>
<p>One other thing that would be nice to know is how to implement multiple grids like you were talking about. Your example was to use one for an interior space and another one for terrain. My question is how to do that. Each A* object with the Astar Path script attached?</p>
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		<title>Comment on How do I use my code with the A* script? by K2</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-396</link>
		<dc:creator>K2</dc:creator>
		<pubDate>Mon, 08 Mar 2010 13:52:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-396</guid>
		<description>It works like a charm !!

Just to mention that I use two parameters from your method : AstarPath.active.Scan(true, 0); // default parameters ?

And if I call it from an &quot;Awake&quot;, AstarPath won&#039;t be initialised, so you need to call it from at less &quot;Start&quot;.

Again, thanks a lot Aron :)</description>
		<content:encoded><![CDATA[<p>It works like a charm !!</p>
<p>Just to mention that I use two parameters from your method : AstarPath.active.Scan(true, 0); // default parameters ?</p>
<p>And if I call it from an &#8220;Awake&#8221;, AstarPath won&#8217;t be initialised, so you need to call it from at less &#8220;Start&#8221;.</p>
<p>Again, thanks a lot Aron <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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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-391</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 05 Mar 2010 12:12:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-391</guid>
		<description>Hi K2

I don&#039;t own Unity Pro so I don&#039;t have so much experience with Asset Bundles, however I don&#039;t think it would work since a grid requires very much memory, for example a 100*100 grid would require about 1.9 mb of memory, and that is just the most important stuff.
I am working on a serializer which could (maybe) cut down the file size a bit though.
If you want to trigger the scanning in a later point in the game you can set Calculate On Startup to false (at the bottom in the Static Settings) and then call AstarPath.active.Scan () whenever you want, this will cause some lag though.</description>
		<content:encoded><![CDATA[<p>Hi K2</p>
<p>I don&#8217;t own Unity Pro so I don&#8217;t have so much experience with Asset Bundles, however I don&#8217;t think it would work since a grid requires very much memory, for example a 100*100 grid would require about 1.9 mb of memory, and that is just the most important stuff.<br />
I am working on a serializer which could (maybe) cut down the file size a bit though.<br />
If you want to trigger the scanning in a later point in the game you can set Calculate On Startup to false (at the bottom in the Static Settings) and then call AstarPath.active.Scan () whenever you want, this will cause some lag though.</p>
]]></content:encoded>
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	<item>
		<title>Comment on How do I use my code with the A* script? by K2</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-390</link>
		<dc:creator>K2</dc:creator>
		<pubDate>Fri, 05 Mar 2010 11:58:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-390</guid>
		<description>That&#039;s really a great work you just throwed us !

But I was wondering if it would be possible to include this sytem in an AssetBundle, and load it after the main scene (which would include the terrain, the mesh or... whatever !) ?</description>
		<content:encoded><![CDATA[<p>That&#8217;s really a great work you just throwed us !</p>
<p>But I was wondering if it would be possible to include this sytem in an AssetBundle, and load it after the main scene (which would include the terrain, the mesh or&#8230; whatever !) ?</p>
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	<item>
		<title>Comment on Get Started With A* &#8211; Part 3 by Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/get-started/part3/comment-page-1/#comment-389</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 05 Mar 2010 10:09:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=484#comment-389</guid>
		<description>Hi Willem

There can be several reasons, here&#039;s what I think.
1. The script you use to move the zombies searches for the nearest waypoint (all) instead of when the next waypoint is near enough. When they walk past a wall, the waypoints on the other side of the wall are closer than the ones on this side of the wall, the zombie would then try to walk through the wall.
Do you see that the generated path is actually going through the walls? (turn Debug Path on the Seeker script to true).

2. You should use the Character Controller to move the zombies, and your look-towards-the-next-waypoint script should set the y property of the look direction to zero before applying it. Look in the AIFollow script in the RotateTowards function for some example code.</description>
		<content:encoded><![CDATA[<p>Hi Willem</p>
<p>There can be several reasons, here&#8217;s what I think.<br />
1. The script you use to move the zombies searches for the nearest waypoint (all) instead of when the next waypoint is near enough. When they walk past a wall, the waypoints on the other side of the wall are closer than the ones on this side of the wall, the zombie would then try to walk through the wall.<br />
Do you see that the generated path is actually going through the walls? (turn Debug Path on the Seeker script to true).</p>
<p>2. You should use the Character Controller to move the zombies, and your look-towards-the-next-waypoint script should set the y property of the look direction to zero before applying it. Look in the AIFollow script in the RotateTowards function for some example code.</p>
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	<item>
		<title>Comment on UnityPaint by Admin</title>
		<link>http://www.arongranberg.com/unity/unitypaint/comment-page-1/#comment-388</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 05 Mar 2010 10:02:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=138#comment-388</guid>
		<description>Hi Cormac

Thanks for reporting this.
I have updated the webplayer to work, and I have also updated the project to work in unity 2.6.
The script cannot paint on terrains directly, I made an example script which shows all the options and sends the paint calls, you can write a script which paints on the terrain too, basically all you need to do is to transform the coordinates from world space to texture space.</description>
		<content:encoded><![CDATA[<p>Hi Cormac</p>
<p>Thanks for reporting this.<br />
I have updated the webplayer to work, and I have also updated the project to work in unity 2.6.<br />
The script cannot paint on terrains directly, I made an example script which shows all the options and sends the paint calls, you can write a script which paints on the terrain too, basically all you need to do is to transform the coordinates from world space to texture space.</p>
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	<item>
		<title>Comment on Get Started With A* &#8211; Part 3 by Willem</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/get-started/part3/comment-page-1/#comment-387</link>
		<dc:creator>Willem</dc:creator>
		<pubDate>Wed, 03 Mar 2010 20:05:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=484#comment-387</guid>
		<description>Encountering some odd problems. Mainly the zombies have this tendency to burrow under the ground. Is there any way to lock the yaxis without breaking the pathfinding? Ive tried adding a configureable joint and locking yaxis movement, but it has the added benefit of breaking A*.

Also I have the nodes all generated, walkable and unwalkable. In one place I have a house, with 4 walls. There are some doors, and the unwalkable nodes surround the walls, but the pathfinding keeps trying to go through them anyway. The zombies move up to the wall and just stop, pressing endlessly against it. Sometimes they can make it through the door, but not too often. Any ideas?</description>
		<content:encoded><![CDATA[<p>Encountering some odd problems. Mainly the zombies have this tendency to burrow under the ground. Is there any way to lock the yaxis without breaking the pathfinding? Ive tried adding a configureable joint and locking yaxis movement, but it has the added benefit of breaking A*.</p>
<p>Also I have the nodes all generated, walkable and unwalkable. In one place I have a house, with 4 walls. There are some doors, and the unwalkable nodes surround the walls, but the pathfinding keeps trying to go through them anyway. The zombies move up to the wall and just stop, pressing endlessly against it. Sometimes they can make it through the door, but not too often. Any ideas?</p>
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