Pathfinding dosen't work with built version

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This topic has 2 voices, contains 6 replies, and was last updated by  Kevin 27 days ago.

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January 16, 2012 at 06:53 #1315

Nick

Hi!

This system has been really useful for my game, and works the way I need it too. However, when I build the game and run, the pathfinding system no longer works. I’ve also tested this with the example scenes included with the system, and the same result.

I was just wondering what I’m doing wrong. Any help would be greatly appreciated!

January 16, 2012 at 17:34 #1316

Aron Granberg

Which version are you using?
3.0.8.1 fixed a critical bug which would cause OutOfMemory Exceptions when building the game.

January 17, 2012 at 04:25 #1319

Nick

I was using 3.0.8. I upgraded to 3.0.8.2, and it’s all good now!

Thanks for the help!

January 20, 2012 at 06:32 #1331

Kevin

Hi,

I downloaded the latest version but when I build to my iPod the pathfinding system seems to not function. When I built a Mac OS version everything ran fine so I’m not sure if there’s something I need to do specifically for iOS. Any help you can give me would be greatly appreciated!

Thanks!

January 20, 2012 at 23:58 #1334

Aron Granberg

Thats weird… Does the log say anything?

January 27, 2012 at 04:22 #1344

Kevin

I get this error: “No open points, the start node didn’t open any nodes”

I don’t get this error in the editor. Why would I be able to get a path on my machine but not on my iPod?

Thanks!

January 27, 2012 at 05:32 #1345

Kevin

Ok, after looking at it a bit more I found that I had areas that fewer nodes than the minimum area size so I guess it wasn’t finding nodes? In my game I’ve got objects that I need to navigate a small city environment that is set up as a grid. I decided a list graph would be the fastest way and had nodes set up at all the intersections. I’ve also been testing things out in a simple 3 x 3 grid of nodes. In both cases I get the desired result in the Editor, the 3 x 3 grid runs fine as a Mac OS app, but both cases fail on iOS. Since the minimum area size defaults to 10 I guess a 3 x 3 grid would be a problem, but setting it to anything higher than 2 results in the small areas warning and the no open points error. When I reduced the minimum area size to 1 or 2, I got movement but my raycast mask seemed to be ignored. Is there a tutorial anywhere for setting up a list graph properly?

BTW, when I deleted the list graph and tried a grid graph everything was fine in my 3 x 3 test scene so I’ll see how it is in my game. If it works, great but I’d still like to know how I should be setting up list graphs.

Thanks!

Kevin

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