 Linus
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Hi,
I’ve been trying out A* last couple of days and it’s fantastic, though one issue I ran into is that if my main character is also a moving obstacle to other characters(with a DynamicObstacle.cs attached to it), my main character’s seeker doesn’t compute its initial path correctly. it will be twisted as if it’s trying to squeeze out of the obstacle cells created by itself. Is there a good workaround like telling seekers to ignore these cells?
Thanks,
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 Aron Granberg
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That’s because such cases are better handled using local avoidance. It’s quite hard making moving obstacles find good paths themselves and also making other units pathfind around them.
If you’ve got the pro version, there is a beta of local avoidance included, otherwise check out UnitySteer.
This can however change in 3.1 since it adds support for good tagging (see my latest blog post).
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 Linus
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Aron,
Thanks for the quick response. However, I don’t quite see how tagging would help much in this situation. I haven’t bought the pro version yet but am seriously thinking about it. Can I use the free version in commercial games. I didn’t any information regarding this. Sorry if it’s off-topic.
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