Creating obstacles on terrain at runtime, and using ProceduralGridMover to update graph, which works great so far. Issue is, I want to add penalties for terrain textures to force AI prefer road instead of grass/mud/etc.
I’ve read that I can import texture splatmap to Pro edition to set penalties, but will that work with ProceduralGridMover since its size is much smaller than terrain size?
I can also create a huge graph with same size as terrain, import 1:1 splatmap to A* for penalties, and I can use DynamicGridObstacles on all terrain obtacles. I’ll probably have 25-30 obstacles enabled at most. Do you think this splatmap method will work with Pro edition?
Edit: Another idea, can I use two grid graphs, one for whole terrain for splatmap penalties and one for ProceduralGridMover? I’ll need to modify ProceduralGridMover to update the second, smaller graph I guess.
In case anyone have issue with Vegetation Studio Pro and procedural vegetation, here’s what I did to solve pathfinding with low latency:
Baked every collider for the scene and created an Obstacle Mask for all the colliders. Also, exported terrain splatmap and created 2 channel image for unwalkable/high-penalty zones on the grid. Removed collider check from the Pathfinder and now agent can walk around the map without any spikes.
Hi. I apologize for this thread necromancy, but I’m not getting any help with my question. I am using VSPro with (I hope) A*, too. Do you create a VSPro obstacle mask, and if so, how do you make A* recognize it? I can’t leave baked colliders in my scene; my usual workflow is to bake them, bake a Unity navmesh, then delete colliders. I hope I can use a similar workflow with A*…
Set size, should be same as the obstacle mask size. Not sure, try and see.
Set obstacleTexture in the script to the exported obstacle mask
Layers part is not mandatory, but you can use it to add penalty to specific terrain layers. Use layer index and its penalty multiplier.
Using context menu, generate vegetation splatmap
Use generated file Resources/Something.png in AStar > Graph > Advanced > Penalty Modifications > Use Texture
Set R to walkability and penalty, set factor to 0
Set G to Penalty, set factor to 100. Not quite sure about layer penalty factor and this one. Try and see.
Generate the graph.
I hope that helps. I found the old project in my backups but scene file was incomplete. If I remember correctly, using Resources folder is very very important. Otherwise, AStar fails to find it.
Wow! Thank you so much! I will give it a shot. I just bought Pro yesterday; my other task is to properly integrate it with Ootii and Behavior Designer. Looking forward to better AI nav