I would like to use the Pathfinind project for a 2D Platformer I am currently working on. For my level creation, I use Ferr2d. Ferr2d creates Colliders for it’s meshes,but only at runtime. This means, that the Pathfinder won’t be able to scan for the graph. Is there a way to do this at runtime aswell? Also, what would be a good approach on using the Pathfinder with a platformer? How do I constrain the graph to only be able to walk on the top of the platforms? Also, how do I tell the Pathfinder, that two platforms are connected? So that the AI might be able to climb a ladder or jump over a gap?
The graph can be scanned during runtime using AstarPath.active.Scan ();
A platformer is not the easiest thing to create using the system right now. I am aiming to improve that in the future (I am working on some new example scenes and controllers for platformers, but it might take a while to complete).
good to know that you are working on. In the tutorial you linked, it only creates pathable nodes right above the platforms. I wonder how that can be done? If I pull in a grid graph to my platforming scene, it marks everything as pathable, that is not a platform
There is no integration between the A* Pathfinding Project and Ferr2D. But if you just use a grid graph or a point graph it should work with the free version.