We saw A* Pathfinding Project on the Asset Store and were wondering whether it could be useful for our project.
To make it simpler to describe, take the mobile game " Tomb of the Mask: Color" (https://play.google.com/store/apps/details?id=com.playgendary.tombpaint) or similarly “Amaze” (https://play.google.com/store/apps/details?id=com.crazylabs.amaze.game).
A. Only 90 degrees paths allowed
B. Turns only after hitting an obstacle (as by the example games, after hitting a wall)
By searching the forum, point A is addressable by setting the graph’s connections to 4.
For point B, Manhattan heuristic seems not suitable for this requirement.
Using example 15 from the demo scenes, here’s a screenshot:
As highlighted by the dotted circle, the path line should go straight and turning 90 degrees only when hitting a wall.
At the end, what we need is a system that, given a certain grid with certain obstacles inside, produces a map of all possible paths, but taking into account the 2 (A and B) constrains.
Is this something that A* Pathfinding Project can do?