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	<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>
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		<title>By: Gonomonon</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-381</link>
		<dc:creator>Gonomonon</dc:creator>
		<pubDate>Sun, 28 Feb 2010 23:58:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-381</guid>
		<description>Aron,
Thanks, I&#039;ll have to wait then.

If I could suggest something that i think would allow that to work, and also be useful for other things (in my opinion)
It would be nice if the user could assign an individual walkable node (or group of nodes, or hand placed links) to any given target that you click on.
For instance, you could set up a invisible geometry cube or trigger, and then tell A* to assign a path node that the character would walk to if the player clicked on that cube.
It seems like that might allow the user to kind of &quot;direct&quot; where the character goes in a given situation.

But, as I said, I&#039;m no programmer - maybe I&#039;m way off ^_^

Thanks again</description>
		<content:encoded><![CDATA[<p>Aron,<br />
Thanks, I&#8217;ll have to wait then.</p>
<p>If I could suggest something that i think would allow that to work, and also be useful for other things (in my opinion)<br />
It would be nice if the user could assign an individual walkable node (or group of nodes, or hand placed links) to any given target that you click on.<br />
For instance, you could set up a invisible geometry cube or trigger, and then tell A* to assign a path node that the character would walk to if the player clicked on that cube.<br />
It seems like that might allow the user to kind of &#8220;direct&#8221; where the character goes in a given situation.</p>
<p>But, as I said, I&#8217;m no programmer &#8211; maybe I&#8217;m way off ^_^</p>
<p>Thanks again</p>
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		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-377</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Sun, 28 Feb 2010 09:28:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-377</guid>
		<description>@Kevin

Sorry, this is not possible at the moment, I have it on my ToDo list for the next version though.

However, you could code it up yourself using a procedural grid, but that might be a bit hard.</description>
		<content:encoded><![CDATA[<p>@Kevin</p>
<p>Sorry, this is not possible at the moment, I have it on my ToDo list for the next version though.</p>
<p>However, you could code it up yourself using a procedural grid, but that might be a bit hard.</p>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-376</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Sun, 28 Feb 2010 09:25:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-376</guid>
		<description>@Gonomonon

Sorry, currently that is not possible, it is on my ToDo list for the next version though.</description>
		<content:encoded><![CDATA[<p>@Gonomonon</p>
<p>Sorry, currently that is not possible, it is on my ToDo list for the next version though.</p>
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	</item>
	<item>
		<title>By: Gonomonon</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-371</link>
		<dc:creator>Gonomonon</dc:creator>
		<pubDate>Fri, 26 Feb 2010 22:27:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-371</guid>
		<description>Hey Aron,
Awesome program, I love it - I&#039;m not very good with scripting, so I apologize if this is really easy, but I&#039;m wondering what the procedure would be to allow the character to move towards the clicked point even if the player clicks on a non-walkable area or in another zone.
For example: if I have two zones with no connections between them (say, a wall is in the way), and I click on the zone that the character is NOT in, would it be possible for the character to walk as far as he could towards the click, and stop when he can&#039;t go any further?
So the character will walk somewhere, no matter where you click, even if he can&#039;t get there.

Thanks a lot</description>
		<content:encoded><![CDATA[<p>Hey Aron,<br />
Awesome program, I love it &#8211; I&#8217;m not very good with scripting, so I apologize if this is really easy, but I&#8217;m wondering what the procedure would be to allow the character to move towards the clicked point even if the player clicks on a non-walkable area or in another zone.<br />
For example: if I have two zones with no connections between them (say, a wall is in the way), and I click on the zone that the character is NOT in, would it be possible for the character to walk as far as he could towards the click, and stop when he can&#8217;t go any further?<br />
So the character will walk somewhere, no matter where you click, even if he can&#8217;t get there.</p>
<p>Thanks a lot</p>
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		<title>By: Kevin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-369</link>
		<dc:creator>Kevin</dc:creator>
		<pubDate>Fri, 26 Feb 2010 20:01:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-369</guid>
		<description>I have just started using the A* Pathfinding system.  I&#039;m very impressed.  I do have one question, does it support multiple adjacent grids in a single scene?  For example, could I have a mesh grid and a list grid in the same scene and find a path across the grid boundaries?

Thanks</description>
		<content:encoded><![CDATA[<p>I have just started using the A* Pathfinding system.  I&#8217;m very impressed.  I do have one question, does it support multiple adjacent grids in a single scene?  For example, could I have a mesh grid and a list grid in the same scene and find a path across the grid boundaries?</p>
<p>Thanks</p>
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	<item>
		<title>By: iPhoneDeveloper</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-353</link>
		<dc:creator>iPhoneDeveloper</dc:creator>
		<pubDate>Mon, 22 Feb 2010 10:37:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-353</guid>
		<description>Hi Aaron,
I wonder if you have plans to release an Unity iPhone version?
Theres a lots of Unity iPhone users willing to pay for this, thus us too.
You could automatically put the iPhone version in a commercial state and sold it entirely, no need to be free.

&lt;em&gt;Admin: AFAIK the A* Project works with Unity iPhone, I haven&#039;t tested it myself but others have said it works perfectly, although the custom editor does not work since Unity iPhone doesn&#039;t use the new UI which makes stuff a bit more complicated, but does still work.&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>Hi Aaron,<br />
I wonder if you have plans to release an Unity iPhone version?<br />
Theres a lots of Unity iPhone users willing to pay for this, thus us too.<br />
You could automatically put the iPhone version in a commercial state and sold it entirely, no need to be free.</p>
<p><em>Admin: AFAIK the A* Project works with Unity iPhone, I haven&#8217;t tested it myself but others have said it works perfectly, although the custom editor does not work since Unity iPhone doesn&#8217;t use the new UI which makes stuff a bit more complicated, but does still work.</em></p>
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	<item>
		<title>By: Cygnus X1B.log &#187; A* Pathfinding para Unity</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-331</link>
		<dc:creator>Cygnus X1B.log &#187; A* Pathfinding para Unity</dc:creator>
		<pubDate>Sat, 13 Feb 2010 21:22:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-331</guid>
		<description>[...] Aaron acaba de publicar una nueva versión del algoritmo A* para calcular caminos en http://www.arongranberg.com/unity/a-pathfinding/ [...]</description>
		<content:encoded><![CDATA[<p>[...] Aaron acaba de publicar una nueva versión del algoritmo A* para calcular caminos en <a href="http://www.arongranberg.com/unity/a-pathfinding/" rel="nofollow">http://www.arongranberg.com/unity/a-pathfinding/</a> [...]</p>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-330</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Sat, 13 Feb 2010 18:25:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-330</guid>
		<description>Ah, great that you solved it! :D

No, I would not recommend naming a file Selection, one of Unity&#039;s editor classes is also named Selection.</description>
		<content:encoded><![CDATA[<p>Ah, great that you solved it! <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>No, I would not recommend naming a file Selection, one of Unity&#8217;s editor classes is also named Selection.</p>
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	</item>
	<item>
		<title>By: Jordan</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-329</link>
		<dc:creator>Jordan</dc:creator>
		<pubDate>Sat, 13 Feb 2010 18:22:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-329</guid>
		<description>Hey, seems ive found the solution now, i forgot i allready had a file named Selection deep inside some load of subfolders in my project, I think this would make a difference, ive since renamed it and the errors disapear. Just threw me off scent as they point to lines within the Astar script itself. Seems that you cant name a file Selection, but o well :) fixed now. 
Cheers for your help
Jordan</description>
		<content:encoded><![CDATA[<p>Hey, seems ive found the solution now, i forgot i allready had a file named Selection deep inside some load of subfolders in my project, I think this would make a difference, ive since renamed it and the errors disapear. Just threw me off scent as they point to lines within the Astar script itself. Seems that you cant name a file Selection, but o well <img src='http://www.arongranberg.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  fixed now.<br />
Cheers for your help<br />
Jordan</p>
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	<item>
		<title>By: Admin</title>
		<link>http://www.arongranberg.com/unity/a-pathfinding/comment-page-1/#comment-328</link>
		<dc:creator>Admin</dc:creator>
		<pubDate>Sat, 13 Feb 2010 17:59:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.arongranberg.com/?page_id=179#comment-328</guid>
		<description>Try to delete all the pathfinding scripts and folders, and then importing a package named allRequiredAssets2_5.unitypackage which should exist in the example project folder (outside the assets folder).

Aron</description>
		<content:encoded><![CDATA[<p>Try to delete all the pathfinding scripts and folders, and then importing a package named allRequiredAssets2_5.unitypackage which should exist in the example project folder (outside the assets folder).</p>
<p>Aron</p>
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