I’ve been trying to find a way to implement flanking/tactical system that findings all nodes in front of the player limited by a certain distance. At first I thought I could use constant path to generate the nodes and cull ones I don’t want but that doesn’t seem to be working out as I figured. I am using:
queueData.path = ConstantPath.Construct(target.transform.position,_instance.gScore,_instance.OnFlankingPositionComplete);
AstarPath.StartPath(queueData.path);
- What and how do you calculate the G Score. I read it’s cost/distance. So assuming a cost of 1 for all nodes in a grid graph, and a distance of 5(node size) would that mean 0.2 would be the G score of adjacent grid nodes? Or am I not seeing something.
- How do you convert the position from a GraphNode into a world position? The position on the Graphnode is an int3 which I am assuming is a compressed floating point integer and x,y,z give me very large values…