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	<title>Comments on: A* FAQ</title>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-934</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 16 Jul 2010 08:54:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-934</guid>
		<description>&lt;em&gt;1. How to trigger an event while the Player started moving.i.e. When my human character is moving i wanna play the walk cycle animation.&lt;/em&gt;
You can make use of the &quot;command&quot; variable on the AIFollow script.
Make your script play the walk animation when the command variable is set to Command.Walk.

&lt;em&gt;2. When I click on an unreachable part on the map then the game is paused.I don’t want it in that way.I want the player will remain in it’s position and an error will be printed saying “Unreachable!”?&lt;/em&gt;
Switch off &quot;Pause On Error&quot; in the Console window.
You can implement the &quot;PathError&quot; function in any script attached to your player and make that draw the Unreachable label.
&lt;code&gt;function PathError () {
   drawUnreachableLabel = true;
}&lt;/code&gt;

&lt;em&gt;Sorry for answering late, I have been (and am) on holiday, but I’m home for one day so I will try to answer as many comments as possible.&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p><em>1. How to trigger an event while the Player started moving.i.e. When my human character is moving i wanna play the walk cycle animation.</em><br />
You can make use of the &#8220;command&#8221; variable on the AIFollow script.<br />
Make your script play the walk animation when the command variable is set to Command.Walk.</p>
<p><em>2. When I click on an unreachable part on the map then the game is paused.I don’t want it in that way.I want the player will remain in it’s position and an error will be printed saying “Unreachable!”?</em><br />
Switch off &#8220;Pause On Error&#8221; in the Console window.<br />
You can implement the &#8220;PathError&#8221; function in any script attached to your player and make that draw the Unreachable label.<br />
<code>function PathError () {<br />
   drawUnreachableLabel = true;<br />
}</code></p>
<p><em>Sorry for answering late, I have been (and am) on holiday, but I’m home for one day so I will try to answer as many comments as possible.</em></p>
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	<item>
		<title>By: Quazi Irfan</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-893</link>
		<dc:creator>Quazi Irfan</dc:creator>
		<pubDate>Tue, 06 Jul 2010 20:57:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-893</guid>
		<description>Hi, thanks a million for this awesome product.

 I have some questions,

1. How to trigger an event while the Player started moving.i.e. When my human character is moving i wanna play the walk cycle animation.

2. When I click on an unreachable part on the map then the game is paused.I don&#039;t want it in that way.I want the player will remain in it&#039;s position and an error will be printed saying &quot;Unreachable!&quot;?</description>
		<content:encoded><![CDATA[<p>Hi, thanks a million for this awesome product.</p>
<p> I have some questions,</p>
<p>1. How to trigger an event while the Player started moving.i.e. When my human character is moving i wanna play the walk cycle animation.</p>
<p>2. When I click on an unreachable part on the map then the game is paused.I don&#8217;t want it in that way.I want the player will remain in it&#8217;s position and an error will be printed saying &#8220;Unreachable!&#8221;?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Adam Waters</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-872</link>
		<dc:creator>Adam Waters</dc:creator>
		<pubDate>Wed, 30 Jun 2010 23:36:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-872</guid>
		<description>Hey Aron,
I&#039;m trying to bring your path finding scripts into my project, but I can&#039;t get past this error:
The type or namespace name `AstarData&#039; could not be found. Are you missing a using directive or an assembly reference? (CS0246) (Warlord)

I&#039;m adding the scripts to a Mono project, since AstarData is an Asset, I almost expect to get that error.  But once I import the astarData.asset into unity it still won&#039;t let me add the script to objects.

Any ideas?</description>
		<content:encoded><![CDATA[<p>Hey Aron,<br />
I&#8217;m trying to bring your path finding scripts into my project, but I can&#8217;t get past this error:<br />
The type or namespace name `AstarData&#8217; could not be found. Are you missing a using directive or an assembly reference? (CS0246) (Warlord)</p>
<p>I&#8217;m adding the scripts to a Mono project, since AstarData is an Asset, I almost expect to get that error.  But once I import the astarData.asset into unity it still won&#8217;t let me add the script to objects.</p>
<p>Any ideas?</p>
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	</item>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-728</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 11 Jun 2010 10:22:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-728</guid>
		<description>Yes you have to create two grids for this.

Each grid is only in 2D and cannot handle for example bridges.
If you create one grid for the stuff beneath the bridge and then one grid for the stuff at bridge level it will work, you can stitch them together with links.</description>
		<content:encoded><![CDATA[<p>Yes you have to create two grids for this.</p>
<p>Each grid is only in 2D and cannot handle for example bridges.<br />
If you create one grid for the stuff beneath the bridge and then one grid for the stuff at bridge level it will work, you can stitch them together with links.</p>
]]></content:encoded>
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	<item>
		<title>By: Dan</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-717</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Wed, 09 Jun 2010 18:24:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-717</guid>
		<description>I have a short question. In my map is a bridge where you can go beneath the bridge as well as across it. I was wondering how I can handle this. Do I have to create two grids for this?</description>
		<content:encoded><![CDATA[<p>I have a short question. In my map is a bridge where you can go beneath the bridge as well as across it. I was wondering how I can handle this. Do I have to create two grids for this?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-648</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 28 May 2010 13:47:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-648</guid>
		<description>There is no maximum of objects that can pathfind at the same time.
However problems can occur if you set them to perform pathfinding as often as possible, the script doesn&#039;t have a real queue for the incoming pathfinding calls, it&#039;s just a bunch of coroutines checking every frame if there is no other pathfinding executing at the same time, and if there is none, executes the pathfinding.

The problem occurs when there constantly are like 3 coroutines active at the same time, possibly one script might always get executed before another script and thus will always know which way to go, while the other script never get&#039;s a single path calculated.</description>
		<content:encoded><![CDATA[<p>There is no maximum of objects that can pathfind at the same time.<br />
However problems can occur if you set them to perform pathfinding as often as possible, the script doesn&#8217;t have a real queue for the incoming pathfinding calls, it&#8217;s just a bunch of coroutines checking every frame if there is no other pathfinding executing at the same time, and if there is none, executes the pathfinding.</p>
<p>The problem occurs when there constantly are like 3 coroutines active at the same time, possibly one script might always get executed before another script and thus will always know which way to go, while the other script never get&#8217;s a single path calculated.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: AlbertoZ</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-632</link>
		<dc:creator>AlbertoZ</dc:creator>
		<pubDate>Wed, 26 May 2010 04:41:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-632</guid>
		<description>Hi!

Gratz for this amazing code! is a real gem of code.

Everything works perfect on my side, except when I try to set up more than 3 objects to follow the player. If I have 4 objects, 1 of them don&#039;t perform the path finding, but if I erase any of the objects at random having only 3 present at the scene, all works fine.

Is there any maximum of objects that can path finding at the same time on the same scene?

Thanks in advance!</description>
		<content:encoded><![CDATA[<p>Hi!</p>
<p>Gratz for this amazing code! is a real gem of code.</p>
<p>Everything works perfect on my side, except when I try to set up more than 3 objects to follow the player. If I have 4 objects, 1 of them don&#8217;t perform the path finding, but if I erase any of the objects at random having only 3 present at the scene, all works fine.</p>
<p>Is there any maximum of objects that can path finding at the same time on the same scene?</p>
<p>Thanks in advance!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-567</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Mon, 03 May 2010 16:41:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-567</guid>
		<description>Hi SNoChE

Do you mean that the game pauses when an error occurs, and that&#039;s the problem?
If so, there is a checkbox at the top of the console window called &quot;Error Pause&quot;, if you uncheck that, the game wont pause on errors anymore.

Good idea using delegates instead of SendMessage, I will look in to that. Thanks.

This has just been answered in the latest (5&#039;th page first post) post in the release topic:
http://forum.unity3d.com/viewtopic.php?t=43822&amp;postdays=0&amp;postorder=asc&amp;start=60

The performance difference depends only on the number of nodes which needs to be searched.
Mostly, navmeshes have fewer nodes than grids, however grids can use Array Positions for distance determination (the nodes are placed in a 2D array) since the nodes world positions are proportional to the array positions, and that&#039;s a bit faster than using World Positions (ints are faster to process than floats).</description>
		<content:encoded><![CDATA[<p>Hi SNoChE</p>
<p>Do you mean that the game pauses when an error occurs, and that&#8217;s the problem?<br />
If so, there is a checkbox at the top of the console window called &#8220;Error Pause&#8221;, if you uncheck that, the game wont pause on errors anymore.</p>
<p>Good idea using delegates instead of SendMessage, I will look in to that. Thanks.</p>
<p>This has just been answered in the latest (5&#8242;th page first post) post in the release topic:<br />
<a href="http://forum.unity3d.com/viewtopic.php?t=43822&amp;postdays=0&amp;postorder=asc&amp;start=60" rel="nofollow">http://forum.unity3d.com/viewtopic.php?t=43822&amp;postdays=0&amp;postorder=asc&amp;start=60</a></p>
<p>The performance difference depends only on the number of nodes which needs to be searched.<br />
Mostly, navmeshes have fewer nodes than grids, however grids can use Array Positions for distance determination (the nodes are placed in a 2D array) since the nodes world positions are proportional to the array positions, and that&#8217;s a bit faster than using World Positions (ints are faster to process than floats).</p>
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	</item>
	<item>
		<title>By: SNoChE</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/faq/comment-page-1/#comment-556</link>
		<dc:creator>SNoChE</dc:creator>
		<pubDate>Wed, 28 Apr 2010 15:38:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=365#comment-556</guid>
		<description>Hi, 

I have a few questions:

I am using pathfinding 2.5 in my project. I am having lots of errors messages (clicking outside etc...), so far I commented all the Debug.error lines to play the game, is there a way to set any global variable to do that?   

Are you planning to avoid Sendmessage in next versions? (maybe using a good Deleagate based event manager?)

Also if I change some code (not pathfinding code) in visual studio and come back to unity, pathfinding breaks. This is very annoying, do you know how I could fix that?

(I am using Grid, with capsule and raycast.)

this is the error line

NullReferenceException: Object reference not set to an instance of an object
AstarPath.GetNode (Int32 x, Int32 y, Int32 z)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:969)
AstarPath.GetNode (Int3 pos)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:965)
AstarPath+Path.PostNew (Int3 startPos, Int3 endPos)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:622)
AstarPath+Path..ctor (Vector3 newstart, Vector3 newend, Single NmaxAngle, Single NangleCost, Boolean NstepByStep)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:589)
Seeker.StartPath (Vector3 start, Vector3 end)   (at Assets\-Scripts\Pathfinding\Seeker.cs:151)
Clicker.Update ()   (at Assets\-Scripts\Pathfinding\Clicker.cs:80)

Mesh option could be better technique than grid? how about the performance between this 2?

Thanks in advance.

PS: looking fordward to proper documentation and new version.</description>
		<content:encoded><![CDATA[<p>Hi, </p>
<p>I have a few questions:</p>
<p>I am using pathfinding 2.5 in my project. I am having lots of errors messages (clicking outside etc&#8230;), so far I commented all the Debug.error lines to play the game, is there a way to set any global variable to do that?   </p>
<p>Are you planning to avoid Sendmessage in next versions? (maybe using a good Deleagate based event manager?)</p>
<p>Also if I change some code (not pathfinding code) in visual studio and come back to unity, pathfinding breaks. This is very annoying, do you know how I could fix that?</p>
<p>(I am using Grid, with capsule and raycast.)</p>
<p>this is the error line</p>
<p>NullReferenceException: Object reference not set to an instance of an object<br />
AstarPath.GetNode (Int32 x, Int32 y, Int32 z)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:969)<br />
AstarPath.GetNode (Int3 pos)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:965)<br />
AstarPath+Path.PostNew (Int3 startPos, Int3 endPos)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:622)<br />
AstarPath+Path..ctor (Vector3 newstart, Vector3 newend, Single NmaxAngle, Single NangleCost, Boolean NstepByStep)   (at Assets\-Scripts\Pathfinding\AstarPath.cs:589)<br />
Seeker.StartPath (Vector3 start, Vector3 end)   (at Assets\-Scripts\Pathfinding\Seeker.cs:151)<br />
Clicker.Update ()   (at Assets\-Scripts\Pathfinding\Clicker.cs:80)</p>
<p>Mesh option could be better technique than grid? how about the performance between this 2?</p>
<p>Thanks in advance.</p>
<p>PS: looking fordward to proper documentation and new version.</p>
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