 roto23
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My grid graph is showing pathing through a long wall. This wall is in the obstacle layer. It is a thin wall, but not outrageously thin. Any suggestions? It is thinner then my node size. Would lowering the collision height and doing a rescan help? I am thinking rays may be shooting over top of it.
How is collision detected anyway?
Side note: I am making more and more progress with this thing, but still a few unusual behaviors exist, but I’m not ready to post about them yet ’cause it could be my lack of experience with this A* tool.
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 roto23
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I forgot to add, a duplicate of this wall, just rotated 90 degrees does get detected and no pathing goes through it. So this wall behaves properly, its just the other wall.
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 Aron Granberg
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Try increasing the radius of the collision detection in the collision settings in the grid graph settings. It does actually not cover the whole node, only most of it. And make sure it is set to Capsule or Sphere and not Ray since rays will only check the center of the nodes.
Collision testing is done with the Unity Physics classes:
http://unity3d.com/support/documentation/ScriptReference/Physics.html
Red cubes should show up if an object makes areas unwalkable in the graph (though make sure you have Show Unwalkable Nodes toggled in A* Inspector –> Settings –> Debug)
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 roto23
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Thanks for the reply. I decided to just double the width if the wall. It detected .
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