Hi there, I am using A* together with Game Creator 2 and the integration done by Arawn ( Integration of A* Pathfinding Pro into Game Creator 2 | Integration | Unity Asset Store ). I got a scene where I got A* working the way I want it, see screenshot). However, I also want to implenent ECS/Rukhanka to optimize animations, since I will be having a whole bunch of NPC’s running around my town builder game. Rukhanka requires like many ECS solutions that the NPC’s get placed in subscenes. Does A* work in subscenes? I think I read somewhere this is not the case. Also, is ECS even compatible with Grid (also multilayered grid, I have floors above each other)? Is ECS compatible with the type of seeker/AI that I am using? Where do I start?
I think the TLDR here is “yes”, but I think it also depends on your individual setup. Feel free to run it by us.
I’ve also seen a bunch of people doing pure ECS systems, and from what I’ve gathered, yes. I’m most likely going to be putting together an ECS focused example for both my own learning and posting here. So I can’t say for sure, but the help posts I’ve read about pure ECS have made it seem like the graphs weren’t the issue.
I’ve usually seen people building their own movement scripts to work with ECS. As for where to start I did some searching and this repository was mentioned before: Luke Clemens / AStarPfpBenchmark · GitLab
Should make for some great learning material-- even specifically has an example/benchmark with FollowerEntity.
I have been using A* for a Pure ECS game.
This is an authoring component I made and have been using for awhile: Current state and plans for ECS integration? - #41 by Curtis
The only caveat I have run into is when you want to use features that do stuff to the graph, like Navmesh Cut, you have to do a bit of custom work to bridge the Entities and GameObjects. For example, if you place an Entity building but need it to cut the graph, you have to create a system that will create a GameObject Navmesh Cut at the building location. I think it would be a similar situation for the Grid Graph equivalents.