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	<title>Comments on: How do I use my code with the A* script?</title>
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	<lastBuildDate>Thu, 22 Jul 2010 17:06:48 +0000</lastBuildDate>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-975</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Thu, 22 Jul 2010 17:06:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-975</guid>
		<description>HI Oleg

The best way is to call the (so far undocumented) function called SetNodes.
You can find an example in the Clicker.cs script.
Basically you first instantiate the building, then you call 
&lt;code&gt;SetNodes (false,myBuilding.colldider.bounds,true);// (walkable, Bounds, fullPhysicsCheck) &lt;/code&gt;
I think that&#039;s the syntax anyway...don&#039;t remember... check the Clicker.cs script.
If you use fullPhysicsCheck then it will look exactly as if the building was there since the beginning.
if you don&#039;t use fullPhysicsCheck the script will just use some approximations instead of the real world data.</description>
		<content:encoded><![CDATA[<p>HI Oleg</p>
<p>The best way is to call the (so far undocumented) function called SetNodes.<br />
You can find an example in the Clicker.cs script.<br />
Basically you first instantiate the building, then you call<br />
<code>SetNodes (false,myBuilding.colldider.bounds,true);// (walkable, Bounds, fullPhysicsCheck) </code><br />
I think that&#8217;s the syntax anyway&#8230;don&#8217;t remember&#8230; check the Clicker.cs script.<br />
If you use fullPhysicsCheck then it will look exactly as if the building was there since the beginning.<br />
if you don&#8217;t use fullPhysicsCheck the script will just use some approximations instead of the real world data.</p>
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	<item>
		<title>By: Oleg</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-966</link>
		<dc:creator>Oleg</dc:creator>
		<pubDate>Wed, 21 Jul 2010 19:54:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-966</guid>
		<description>How can i recalculate grid after adding some buildings during the game?</description>
		<content:encoded><![CDATA[<p>How can i recalculate grid after adding some buildings during the game?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-930</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 16 Jul 2010 08:37:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-930</guid>
		<description>&lt;em&gt;I have the fight code working but how would I make the seekers move from the opposite ends of the map without making their maxViewingDistance incredibly high?&lt;/em&gt;
I don&#039;t really understand you question, could you please specify it a bit more?

&lt;em&gt;Sorry for answering late, I have been (and am) on holiday, but I&#039;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>I have the fight code working but how would I make the seekers move from the opposite ends of the map without making their maxViewingDistance incredibly high?</em><br />
I don&#8217;t really understand you question, could you please specify it a bit more?</p>
<p><em>Sorry for answering late, I have been (and am) on holiday, but I&#8217;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: Colin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-852</link>
		<dc:creator>Colin</dc:creator>
		<pubDate>Sun, 27 Jun 2010 21:27:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-852</guid>
		<description>Man! Just found your website today! You are a life saver! This is amazing!

But, I was wondering how I would implement this into a game like your Massive demo level.

I want to use a texture map to make sure the seekers don&#039;t go on places they shouldn&#039;t, but I don&#039;t know how to make them run to the 1st seeker they see and have the two engage in a believable fight.

I have the fight code working but how would I make the seekers move from the opposite ends of the map without making their maxViewingDistance incredibly high?</description>
		<content:encoded><![CDATA[<p>Man! Just found your website today! You are a life saver! This is amazing!</p>
<p>But, I was wondering how I would implement this into a game like your Massive demo level.</p>
<p>I want to use a texture map to make sure the seekers don&#8217;t go on places they shouldn&#8217;t, but I don&#8217;t know how to make them run to the 1st seeker they see and have the two engage in a believable fight.</p>
<p>I have the fight code working but how would I make the seekers move from the opposite ends of the map without making their maxViewingDistance incredibly high?</p>
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	</item>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-749</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Sun, 13 Jun 2010 15:24:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-749</guid>
		<description>Hi Arno

if you want an example script you can take a look at the Clicker.cs script which is in the example project.
But in a nutshell, the only code you need is (C#):
&lt;code&gt;public Transform myFirstWaypoint;
public Transform mySecondWaypoint;
public void Start () {
         (GetComponent (typeof(Seeker)) as Seeker).StartPath (myFirstWaypoint.position, mySecondWaypoint.position);
}&lt;/code&gt;

This will instruct the character to move from myFirstWaypoint to mySecondWaypoint (works best if the character is already at the first waypoint).
The code assumes that it is in a script attached to the character.

The syntax for the calls can be found on the page you have commented on, but you have probably read those already.</description>
		<content:encoded><![CDATA[<p>Hi Arno</p>
<p>if you want an example script you can take a look at the Clicker.cs script which is in the example project.<br />
But in a nutshell, the only code you need is (C#):<br />
<code>public Transform myFirstWaypoint;<br />
public Transform mySecondWaypoint;<br />
public void Start () {<br />
         (GetComponent (typeof(Seeker)) as Seeker).StartPath (myFirstWaypoint.position, mySecondWaypoint.position);<br />
}</code></p>
<p>This will instruct the character to move from myFirstWaypoint to mySecondWaypoint (works best if the character is already at the first waypoint).<br />
The code assumes that it is in a script attached to the character.</p>
<p>The syntax for the calls can be found on the page you have commented on, but you have probably read those already.</p>
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	<item>
		<title>By: Arno</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-748</link>
		<dc:creator>Arno</dc:creator>
		<pubDate>Sun, 13 Jun 2010 14:13:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-748</guid>
		<description>I love the a* pathfinding. It does wat it say it does. (i only get errors with angry ants)
I&#039;am a newbie and i just don&#039;t know where to start, so i hope you would give some more info.
I want a character (not my player) to move from one waypoint to another waypoint.
So i made a character setup the A*, applied the seeker and the AIfollow. 
But i dont know where to start to make a script to follow from waypoint to waypoint. 

Would you please help....

I think there are more people out there who want to know this...</description>
		<content:encoded><![CDATA[<p>I love the a* pathfinding. It does wat it say it does. (i only get errors with angry ants)<br />
I&#8217;am a newbie and i just don&#8217;t know where to start, so i hope you would give some more info.<br />
I want a character (not my player) to move from one waypoint to another waypoint.<br />
So i made a character setup the A*, applied the seeker and the AIfollow.<br />
But i dont know where to start to make a script to follow from waypoint to waypoint. </p>
<p>Would you please help&#8230;.</p>
<p>I think there are more people out there who want to know this&#8230;</p>
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	</item>
	<item>
		<title>By: stefan embleton</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-725</link>
		<dc:creator>stefan embleton</dc:creator>
		<pubDate>Thu, 10 Jun 2010 23:38:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-725</guid>
		<description>I have come across a strange problem. I set up a terrain navmesh and i have a robot running thru 4 way points and when it reaches each one it calls PathComplete then picks the next waypoint from an array until all waypoints have been reached. My first attempts worked fine. Then on one attempt i got an error from StartPath... nullreference on line 599 of AstarPath. once that error has shown up the project never works again no matter what i do..restart the whole machine same result. Then i discovered that if i do a build then run the project again it works fine, sort of, PathComplete never gets called now. All my code is in Javascript. Im running Unity 2.6 on an iMac Quad. Plenty of power , plenty of RAM... please  free to use my email if you want to discuss this... A* shows a lot of potential and i would love to help debug this.</description>
		<content:encoded><![CDATA[<p>I have come across a strange problem. I set up a terrain navmesh and i have a robot running thru 4 way points and when it reaches each one it calls PathComplete then picks the next waypoint from an array until all waypoints have been reached. My first attempts worked fine. Then on one attempt i got an error from StartPath&#8230; nullreference on line 599 of AstarPath. once that error has shown up the project never works again no matter what i do..restart the whole machine same result. Then i discovered that if i do a build then run the project again it works fine, sort of, PathComplete never gets called now. All my code is in Javascript. Im running Unity 2.6 on an iMac Quad. Plenty of power , plenty of RAM&#8230; please  free to use my email if you want to discuss this&#8230; A* shows a lot of potential and i would love to help debug this.</p>
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	</item>
	<item>
		<title>By: Lucas</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-714</link>
		<dc:creator>Lucas</dc:creator>
		<pubDate>Wed, 09 Jun 2010 15:44:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-714</guid>
		<description>Ha! Ignore the previous mex man, I got it to work..! 

I just used Physics.IgnoreCollision, and it works as a charm! :D

Thanks for the great script!</description>
		<content:encoded><![CDATA[<p>Ha! Ignore the previous mex man, I got it to work..! </p>
<p>I just used Physics.IgnoreCollision, and it works as a charm! <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Thanks for the great script!</p>
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	</item>
	<item>
		<title>By: Lucas</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-713</link>
		<dc:creator>Lucas</dc:creator>
		<pubDate>Wed, 09 Jun 2010 15:19:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-713</guid>
		<description>Hey ho..!

First of all, thanks for the effort that you have put in building and mantaining this code, the world needs more people like you! :D

Now,

I&#039;m trying to implement your code into my (first) game.
I got the tutorial version to work without problems, but now i&#039;m trying to tweak it: I&#039;m dealing with a &quot;naval simulator&quot;, with floating buoyant objects. For this reason i can&#039;t have a plane with a collider, because this would ruin the buoyancy effect of the vessels.

My problem here is that if i remove the collider from the plane, my &quot;player&quot; object just falls through my &quot;water layer&quot;.

I believe that the problem could be in the fact that the tutorial script requires the usage of a character controller, that will just fall if not obstructed..

I tried to add a script that forces the position.y of the object at 0 at every Update cycle, but this got the whole thing messed up, and even if the pathfinding seems to be calculated, the player simply won&#039;t move.

Any idea about how could i use your script, without relying on a character controller?

Thanks in advance..!</description>
		<content:encoded><![CDATA[<p>Hey ho..!</p>
<p>First of all, thanks for the effort that you have put in building and mantaining this code, the world needs more people like you! <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Now,</p>
<p>I&#8217;m trying to implement your code into my (first) game.<br />
I got the tutorial version to work without problems, but now i&#8217;m trying to tweak it: I&#8217;m dealing with a &#8220;naval simulator&#8221;, with floating buoyant objects. For this reason i can&#8217;t have a plane with a collider, because this would ruin the buoyancy effect of the vessels.</p>
<p>My problem here is that if i remove the collider from the plane, my &#8220;player&#8221; object just falls through my &#8220;water layer&#8221;.</p>
<p>I believe that the problem could be in the fact that the tutorial script requires the usage of a character controller, that will just fall if not obstructed..</p>
<p>I tried to add a script that forces the position.y of the object at 0 at every Update cycle, but this got the whole thing messed up, and even if the pathfinding seems to be calculated, the player simply won&#8217;t move.</p>
<p>Any idea about how could i use your script, without relying on a character controller?</p>
<p>Thanks in advance..!</p>
]]></content:encoded>
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	<item>
		<title>By: AlbertoZ</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/docs/othercode/comment-page-1/#comment-654</link>
		<dc:creator>AlbertoZ</dc:creator>
		<pubDate>Sat, 29 May 2010 04:40:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=208#comment-654</guid>
		<description>Jason,

You are amazing, thanks for this java translate!</description>
		<content:encoded><![CDATA[<p>Jason,</p>
<p>You are amazing, thanks for this java translate!</p>
]]></content:encoded>
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