AI for following paths.
This AI is the default movement script which comes with the A* Pathfinding Project. It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier to set up movement for the characters in your game. This script is not written for high performance, so I do not recommend using it for large groups of units.
This script will try to follow a target transform, in regular intervals, the path to that target will be recalculated. It will on FixedUpdate try to move towards the next point in the path. However it will only move in the forward direction, but it will rotate around it's Y-axis to make it reach the target.
Quick overview of the variables
In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview.
The repathRate determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value.
The target variable is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example. Or it can be the player object in a zombie game.
The speed is self-explanatory, so is turningSpeed, however slowdownDistance might require some explanation. It is the approximate distance from the target where the AI will start to slow down. Note that this doesn't only affect the end point of the path but also any intermediate points, so be sure to set forwardLook and pickNextWaypointDist to a higher value than this.
pickNextWaypointDist is simply determines within what range it will switch to target the next waypoint in the path.
forwardLook will try to calculate an interpolated target point on the current segment in the path so that it has a distance of forwardLook from the AI
Below is an image illustrating several variables as well as some internal ones, but which are relevant for understanding how it works. Note that the forwardLook range will not match up exactly with the target point practically, even though that's the goal.
This script has many movement fallbacks. If it finds a NavmeshController, it will use that, otherwise it will look for a character controller, then for a rigidbody and if it hasn't been able to find any it will use Transform.Translate which is guaranteed to always work.
- Deprecated:
- Use the AIPath class instead. This class only exists for compatibility reasons.
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override void | OnPathComplete (Path _p) |
| Called when a requested path has finished calculation.
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Vector3 | CalculateVelocity (Vector3 position) |
| Current desired velocity of the agent (excluding physics and local avoidance but it includes gravity).
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virtual void | OnTargetReached () |
| The end of the path has been reached.
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override void | Teleport (Vector3 newPosition, bool clearPath=true) |
| Instantly move the agent to a new position.
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virtual Vector3 | GetFeetPosition () |
| Position of the base of the character.
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void | MovementUpdate (float deltaTime, bool useGravity) |
| Calculate all movement for a single movement step and move the character.
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virtual void | SearchPath () |
| Recalculate the current path.
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Vector3 | ClampToNavmesh (Vector3 position, out bool positionChanged) |
| Clamps the agent's position to the navmesh.
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void | Move (Vector3 position, Vector3 deltaPosition) |
| Move the agent.
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void | RotateTowards (Vector3 direction, float maxDegrees) |
| Rotates towards the specified direction.
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void | UpdateVelocity (Vector3 position) |
| To be called after all movement is done with the position of the agent.
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void | MovementUpdate (float deltaTime, bool useGravity) |
| Calculate all movement for a single movement step and move the agent.
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void | SearchPath () |
| Recalculate the current path.
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void | Teleport (Vector3 newPosition, bool clearPath=true) |
| Instantly move the agent to a new position.
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bool | closestOnPathCheck = true |
| Do a closest point on path check when receiving path callback.
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float | forwardLook = 1 |
| Target point is Interpolated on the current segment in the path so that it has a distance of forwardLook from the AI.
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bool | alwaysDrawGizmos |
| Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified.
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float | endReachedDistance = 0.2F |
| Distance to the end point to consider the end of path to be reached.
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float | pickNextWaypointDist = 2 |
| Determines within what range it will switch to target the next waypoint in the path.
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float | rotationSpeed = 360 |
| Rotation speed.
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float | slowdownDistance = 0.6F |
| Distance from the target point where the AI will start to slow down.
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bool | slowWhenNotFacingTarget = true |
| Slow down when not facing the target direction.
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CloseToDestinationMode | whenCloseToDestination = CloseToDestinationMode.Stop |
| What to do when within endReachedDistance units from the destination.
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bool | canMove = true |
| Enables or disables movement completely.
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bool | canSearch = true |
| Enables or disables recalculating the path at regular intervals.
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float | centerOffset = 1 |
| Offset along the Y coordinate for the ground raycast start position.
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Vector3 | gravity = new Vector3(float.NaN, float.NaN, float.NaN) |
| Gravity to use.
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LayerMask | groundMask = -1 |
| Layer mask to use for ground placement.
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float | maxSpeed = 1 |
| Max speed in world units per second.
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IMovementPlane | movementPlane = GraphTransform.identityTransform |
| Plane which this agent is moving in.
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float | repathRate = 0.5f |
| Determines how often the agent will search for new paths (in seconds).
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bool | rotationIn2D = false |
| If true, the forward axis of the character will be along the Y axis instead of the Z axis.
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bool | updatePosition = true |
| Determines if the character should move or if just the desired velocities should be calculated.
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bool | updateRotation = true |
| Determines if the character should rotate automatically.
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static readonly Color | GizmoColorRaycast = new Color(118.0f/255, 206.0f/255, 112.0f/255) |
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bool IAstarAI. | canMove [get, set] |
| Enables or disables movement completely.
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bool IAstarAI. | canSearch [get, set] |
| Enables or disables recalculating the path at regular intervals.
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bool | hasPath [get] |
| True if this agent currently has a path that it follows.
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float IAstarAI. | maxSpeed [get, set] |
| Max speed in world units per second.
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bool | pathPending [get] |
| True if a path is currently being calculated.
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Vector3 IAstarAI. | position [get] |
| Position of the agent.
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float | remainingDistance [get] |
| Remaining distance along the current path to the destination.
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float | speed [get, set] |
| Maximum speed in world units per second.
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Vector3 | steeringTarget [get] |
| Point on the path which the agent is currently moving towards.
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Vector3 | targetDirection [get] |
| Direction that the agent wants to move in (excluding physics and local avoidance).
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bool | TargetReached [get] |
| True if the end of the path has been reached.
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bool | targetReached [get, set] |
| True if the agent has reached the end of the current path.
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float | turningSpeed [get, set] |
| Rotation speed.
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bool closestOnPathCheck = true |
Do a closest point on path check when receiving path callback.
Usually the AI has moved a bit between requesting the path, and getting it back, and there is usually a small gap between the AI and the closest node. If this option is enabled, it will simulate, when the path callback is received, movement between the closest node and the current AI position. This helps to reduce the moments when the AI just get a new path back, and thinks it ought to move backwards to the start of the new path even though it really should just proceed forward.