Automatic nodelink placer tool

Howdy folks, here’s a link to an automatic nodelink placement tool. Cheers to @ToastyStoemp for modifying it to A*PP

Discussed here:

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Another purpose for this tool could be to find unreachable navigation regions and remove them. Can clean up the navmesh significantly.

Hey all!

I’ve just uploaded a newer version of the auto placer. ( Link )
Changes made:

  • Added an additional wall check for vertical jumps, and the debugging to analyze issues.
  • Added an automatic Invert Y for Grid Graphs.
  • Added support for multiple Graphs and Graph types to be used at the same time, and link between these.

Disclaimer: This tool does only work with version 4.2.10 or higher. Earlier versions have a bug in the
GetContours() function!

Enjoy the tool!

4 Likes

Thank you for sharing this script with the rest of us, it works really well!

I wish it could be pinned to the top of the forums.

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Apologies for the ignorance, but how do I actually use/install this? I’m not certain where I would need to put the script or where whatever menus this create would exist.

You can place this script on any object in your scene, it will automatically execute when you hit Scan on A*. Once placed on an object there is also a button to generate the links for already existing graphs.

3 Likes

Oh wow, thanks for the very quick response. That did it, it’s working now. Also, it turns out I had forgotten to rename the file from “Autoplace NodeLinks on Navmeshes” to the actual class name of “NavMeshLinks_AutoPlacer”, that was what was primarily giving me trouble.

I’m gonna make very good use of this, Thank you very much!

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So we place this on every obstacle, building and ground object that is part of the nav mesh?

You only need 1 of these in your scene, you could for example place it on the A* object.

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Hi ~, this tool seems would also find link between different part of the same graph, is there any setting to avoid this kind of link? Like only concentrate on link among different graph

Hey it’s been a while since I’ve worked with and on this project, and I don’t have any test environment right now, but I’ve added a few lines of code that should do the trick. Here is a link to the updated version: https://gist.github.com/ToastyStoemp/49ba29df877e8b7574ad67549b7a4998

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Thank you so much ~! It’s work!

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Hate to necropost but I’ve been playing around with the tool and while I got it mostly working in the current version of the plugin, I’ve run into issues.
Here’s my edit of the tool, forked from the last version ToastyStoemp posted.
Only tested with Version 5.2.5

First is related to updating the tool for the latest version.
I’m not sure where “targetGraph” was originally declared in the original gist link.
It’s not declared in the script itself and I can’t find any reference to it in the GraphModifier script (At least in the current version). Currently, I’ve replaced "targetGraph " with “nodeInfo.node.Graph” however I don’t think that’s the way to go though it does mostly prevent links appearing on the same graph for the most part. To be certain, did targetGraph originate from older versions of AStar?

Second is related to the placement of the node links on graphs with rotations. My test scene has several graphs with one of them being rotated on a 90 degree angle.


I was expecting a bunch of node links at the bottom of the wall where the 2 graphs are intersecting however they all instead bunch up in a corner. Strangely, adjusting the order of the graphs in the AStar Component affects the placement of the node links. Did this behaviour occur in earlier versions of the plugin or is this something new?