<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: A* Pathfinding</title>
	<atom:link href="http://www.arongranberg.com/unity/a-pathfinding/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.arongranberg.com</link>
	<description>Updating the website theme...</description>
	<lastBuildDate>Thu, 22 Jul 2010 17:06:48 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-973</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Thu, 22 Jul 2010 15:26:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-973</guid>
		<description>Hi Adam

I have been (and am) on vacation so I haven&#039;t been able to answer your comment until now.
You can fix the problem by including the AstarData.cs script from the GridData folder in the example project (2.8beta) (I should have put it in the /pathfinding folder, but well, that&#039;s why you have betas) and the AstarDataEditor.cs script from the Editor folder.

The AstarData.asset asset isn&#039;t needed for the project to work.</description>
		<content:encoded><![CDATA[<p>Hi Adam</p>
<p>I have been (and am) on vacation so I haven&#8217;t been able to answer your comment until now.<br />
You can fix the problem by including the AstarData.cs script from the GridData folder in the example project (2.8beta) (I should have put it in the /pathfinding folder, but well, that&#8217;s why you have betas) and the AstarDataEditor.cs script from the Editor folder.</p>
<p>The AstarData.asset asset isn&#8217;t needed for the project to work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-931</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Fri, 16 Jul 2010 08:50:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-931</guid>
		<description>There is no built in functions to do that unfortunately, you can however change the positions of the nodes by script.
There is an array of twoD arrays in the AstarPath script called staticNodes it holds the instances of every node for every grid ( staticNodes[gridIndex][xIndex,zIndex] )
You can iterate it and modify the positions of the node.
&lt;code&gt;staticNodes[0][12,43].vectorPos = new Vector3 (1,2,3);&lt;/code&gt;
The formula for the default position of the nodes is (C#):
&lt;code&gt;node.vectorPos = new Vector3 ( ( (float)x+0.5F) * grid.nodeSize + grid.offset.x , grid.offset.y , ((float)z+0.5F) * grid.nodeSize + grid.offset.z );&lt;/code&gt;

The only problem is when you rotate the grid you cannot use the fast function for determining the closest node to the player and you will have to use the very slow function (it is used for non-gridlike navmeshes).
You will have to change some code to do that:
In all ToLocal functions in the AstarPath script there should be some code like this:
&lt;code&gt;if (active.gridGenerator == GridGenerator.Bounds &#124;&#124; active.gridGenerator == GridGenerator.List &#124;&#124; active.gridGenerator == GridGenerator.Procedural) {
	return ToLocalTest (pos,forceNodesUnder);
}&lt;/code&gt;
Comment out the if in those functions to make it look like this:
&lt;code&gt;//if (active.gridGenerator == GridGenerator.Bounds &#124;&#124; active.gridGenerator == GridGenerator.List &#124;&#124; active.gridGenerator == GridGenerator.Procedural) {
	return ToLocalTest (pos,forceNodesUnder);
//}&lt;/code&gt;
This will force it to use the slow nearest point function.
The first one is on line 599.

Hope it helps,
Aron

&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>There is no built in functions to do that unfortunately, you can however change the positions of the nodes by script.<br />
There is an array of twoD arrays in the AstarPath script called staticNodes it holds the instances of every node for every grid ( staticNodes[gridIndex][xIndex,zIndex] )<br />
You can iterate it and modify the positions of the node.<br />
<code>staticNodes[0][12,43].vectorPos = new Vector3 (1,2,3);</code><br />
The formula for the default position of the nodes is (C#):<br />
<code>node.vectorPos = new Vector3 ( ( (float)x+0.5F) * grid.nodeSize + grid.offset.x , grid.offset.y , ((float)z+0.5F) * grid.nodeSize + grid.offset.z );</code></p>
<p>The only problem is when you rotate the grid you cannot use the fast function for determining the closest node to the player and you will have to use the very slow function (it is used for non-gridlike navmeshes).<br />
You will have to change some code to do that:<br />
In all ToLocal functions in the AstarPath script there should be some code like this:<br />
<code>if (active.gridGenerator == GridGenerator.Bounds || active.gridGenerator == GridGenerator.List || active.gridGenerator == GridGenerator.Procedural) {<br />
	return ToLocalTest (pos,forceNodesUnder);<br />
}</code><br />
Comment out the if in those functions to make it look like this:<br />
<code>//if (active.gridGenerator == GridGenerator.Bounds || active.gridGenerator == GridGenerator.List || active.gridGenerator == GridGenerator.Procedural) {<br />
	return ToLocalTest (pos,forceNodesUnder);<br />
//}</code><br />
This will force it to use the slow nearest point function.<br />
The first one is on line 599.</p>
<p>Hope it helps,<br />
Aron</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>
]]></content:encoded>
	</item>
	<item>
		<title>By: Richard</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-922</link>
		<dc:creator>Richard</dc:creator>
		<pubDate>Tue, 13 Jul 2010 19:48:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-922</guid>
		<description>Hey Aron,

Great system, integrated it very easily into our application.
We have run into a snag though, we need to move the A* grid procedurally. The relative positions of the nodes do not change, but the entire scene translates and rotates in the world space.
Is there anything that would allow us to do this in the code already? If not, where would you recommend we start?

Thanks!</description>
		<content:encoded><![CDATA[<p>Hey Aron,</p>
<p>Great system, integrated it very easily into our application.<br />
We have run into a snag though, we need to move the A* grid procedurally. The relative positions of the nodes do not change, but the entire scene translates and rotates in the world space.<br />
Is there anything that would allow us to do this in the code already? If not, where would you recommend we start?</p>
<p>Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Adam Waters</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-873</link>
		<dc:creator>Adam Waters</dc:creator>
		<pubDate>Wed, 30 Jun 2010 23:38:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-873</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)</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>
]]></content:encoded>
	</item>
	<item>
		<title>By: [Unity3D] A* Pathfinding project - Uititled</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-850</link>
		<dc:creator>[Unity3D] A* Pathfinding project - Uititled</dc:creator>
		<pubDate>Sun, 27 Jun 2010 05:56:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-850</guid>
		<description>[...] A* Pathfinding project 一般使用Free，商業使用100USD。 商業作品花3000台幣解決一個麻煩的問題其實也只算個小投資而已吧&#8230;。 [...]</description>
		<content:encoded><![CDATA[<p>[...] A* Pathfinding project 一般使用Free，商業使用100USD。 商業作品花3000台幣解決一個麻煩的問題其實也只算個小投資而已吧&#8230;。 [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Mani</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-824</link>
		<dc:creator>Mani</dc:creator>
		<pubDate>Thu, 24 Jun 2010 02:17:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-824</guid>
		<description>I&#039;m working on a pathfinding/ Artificial Intelligence resources.  Will make sure to add this.  

M</description>
		<content:encoded><![CDATA[<p>I&#8217;m working on a pathfinding/ Artificial Intelligence resources.  Will make sure to add this.  </p>
<p>M</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jordan Thompson</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-817</link>
		<dc:creator>Jordan Thompson</dc:creator>
		<pubDate>Tue, 22 Jun 2010 18:39:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-817</guid>
		<description>Awesome system!  It&#039;s fast and working really well.  One note is that the documentation for me was a little confusing.  Perhaps a video tutorial that demonstrates all the aspects of it would be best for these types (frameworks) of things.  Thank you for offering it for free to the community!  That was really generous of you;  I think this should be built into Unity.  When I get a little better I try to post a video tutorial on how to use your A-Star system or as I&#039;ve been calling it, &quot;Aron-Star&quot; (Maybe you should brand that!).</description>
		<content:encoded><![CDATA[<p>Awesome system!  It&#8217;s fast and working really well.  One note is that the documentation for me was a little confusing.  Perhaps a video tutorial that demonstrates all the aspects of it would be best for these types (frameworks) of things.  Thank you for offering it for free to the community!  That was really generous of you;  I think this should be built into Unity.  When I get a little better I try to post a video tutorial on how to use your A-Star system or as I&#8217;ve been calling it, &#8220;Aron-Star&#8221; (Maybe you should brand that!).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-762</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Tue, 15 Jun 2010 11:50:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-762</guid>
		<description>Hi Felipi

Sorry, I&#039;m a bit lazy with answering these comments.

I have posted an answer for you now though (where you first posted).

-Aron</description>
		<content:encoded><![CDATA[<p>Hi Felipi</p>
<p>Sorry, I&#8217;m a bit lazy with answering these comments.</p>
<p>I have posted an answer for you now though (where you first posted).</p>
<p>-Aron</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Felipi</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-757</link>
		<dc:creator>Felipi</dc:creator>
		<pubDate>Mon, 14 Jun 2010 16:15:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-757</guid>
		<description>left this in the home page, but got no feedback so i&#039;m posting it here as well^^.

sorry to post for this… but just wanted to say HOW AMUZED I AM WITH THIS!!! congratulations, it’s an amazing project. had never worked with AI or pathfind, and the actual game i’m working needs it and i could set everything up in just 2 hours thanks to your project! Totally noob friendly!

When i grow up, and start selling games i will buy it!

AH! btw, i’m working in a Tower defense game! And, right now my enemies move in a straight line, but soon i intend to upgrade my tower defense to let players make a maze with their towers, and so, i will need to scan the map everytime a player set up a tower in my grid. Is there any way to scan the map again every time i place a tower? Or the only options to scan the map is on startup or manually? Is there any way to call the function “scanmap” from another script?

Sorry if it’s somewhere on this site, but i didn’t find it anywhere!

Thanks!</description>
		<content:encoded><![CDATA[<p>left this in the home page, but got no feedback so i&#8217;m posting it here as well^^.</p>
<p>sorry to post for this… but just wanted to say HOW AMUZED I AM WITH THIS!!! congratulations, it’s an amazing project. had never worked with AI or pathfind, and the actual game i’m working needs it and i could set everything up in just 2 hours thanks to your project! Totally noob friendly!</p>
<p>When i grow up, and start selling games i will buy it!</p>
<p>AH! btw, i’m working in a Tower defense game! And, right now my enemies move in a straight line, but soon i intend to upgrade my tower defense to let players make a maze with their towers, and so, i will need to scan the map everytime a player set up a tower in my grid. Is there any way to scan the map again every time i place a tower? Or the only options to scan the map is on startup or manually? Is there any way to call the function “scanmap” from another script?</p>
<p>Sorry if it’s somewhere on this site, but i didn’t find it anywhere!</p>
<p>Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: I still have to come up with a good title.. &#187; Pathfinder</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-715</link>
		<dc:creator>I still have to come up with a good title.. &#187; Pathfinder</dc:creator>
		<pubDate>Wed, 09 Jun 2010 16:29:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-715</guid>
		<description>[...] The script comes from the A* Pathfinding project from Aron Granberg. [...]</description>
		<content:encoded><![CDATA[<p>[...] The script comes from the A* Pathfinding project from Aron Granberg. [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>
