The AIFollow script isn’t part of the A* Pathfinding system, it is included in the project as an example script.
The main function for this script is to move characters around. If attached to an object with a Seeker component, it will receive the generated path from the seeker.
AIFollow.cs
Functions
Receives
|
PathComplete |
The Seeker script sends the generated path through this function |
|
PathError |
The Seeker script calls this if the pathfinding returned an error |
Variables
|
Speed |
The speed of the unit (m/s) |
|
Rotation speed |
The speed with which the unit will turn around |
|
Pick Next Waypoint Distance |
The minimum number of meters the unit must be from a waypoint before following it |
|
Search Waypoint Frequency |
The number of seconds between each search for the next waypoint |
|
Max Stop |
The minimum number of meters the unit must be from the end of the path before stopping |
|
Continuous target search |
If checked, the AI will continuously search for the Target in regular intervals based on the next variable |
|
Target search frequency |
The number of seconds between each target search |
|
Command |
The command the unit is performing right now (standing still or walking, ‘Stay’, ‘Walk’) |
|
Target search frequency |
The number of seconds between each target search |
Just getting started using your Pathfinding-system.
Any word on when the doc for AI Follow will come (back) ?
Thanks a lot!
-C
Oops, I had forgot about that, I will fix it ASAP (don’t read the docs myself you see ; )
Now it’s up!
Is there any function for this script that stops the character if it meets the obstacle on the way?
See the answer to this question in the Get Started With A* – Part 3 comments – Comment 28.
Ok, so everything in the demo worked fine, but I’m trying to make a maze, and you go
around and “rescue goblins” (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’s doing really >->) but it
says
Assets/Standard Assets/Pathfinding/AIFollow.cs(20,17): error CS0246: The type or namespace name `AIAnimation’ 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)
Oh side note – I deleted any “animator” and “AIAnimation” 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’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’s what we have to use for this
job so for now I’m gritting for the 2,000 bucks I’m making this month :S
Next time I have to choose a job description for a game, I’m choosing artist or
I think I’d be a decent designer, I know a little about
Designer, programmers have it too hard with unity, being forced to learn something in
like… a week flat is a pain
everything, not enough to really specialize >->
Ook, I managed to bring all the errors down to one – it says StarPath() doesn’t exist.
That seems to be the only issue now. Realized “Animation” and stuff was in the other
folder lol – Fail..
Alright. So, any pointers or help, would be dually nice..
Ok all the errors are gone
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’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’s fine as far as I’m concerned. But I don’t want the
character to double back along a wall and have the AI get stuck because he’s only on
the other side of a wall – still unreachable though.
Ok I fixed everything except, unless your reallllly careful, you get some “Start is not
Within Grid” and he’s in plain sight of a grid. Like he couldn’t not stray from the grid the
way the level is designed. It’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’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’t
follow you, if 1 cube can’t even follow you.
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’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’s bound’s bottom isn’t exactly in line with the ground), it’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’t Cut Corners in the A* Settings, hopefully it will help.
Hope it helps,
Aron