- A* version: [5.3.8]
- Unity version: [6000.0.25f1]
The AI works fine but when exiting door way or turning corner on some stair, like shown in picture, get’s stuck in place. Anything wrong with my setup?
The AI works fine but when exiting door way or turning corner on some stair, like shown in picture, get’s stuck in place. Anything wrong with my setup?
Hi
I’ve never seen this happen.
But if you could try the beta, that would be great. I’ve made a bunch of fixes, and while none were specifically for this, it might have been resolved accidentally.
Hi Aron, how stable is the beta. This is a production project so I’m not sure about it. However, I did find that lowering the desired wall distance, then moving the agent a bit back from where it’s stuck usually unstucks it. Curious if you have any thoughts on this behavior.
Actually, it happened again despite my previous response. Does this debug signal anything? It seems like the path is calculated to be tight on the corner and the AI can’t move past that.
The triangulated (aliased square like edge), because I set edge simplification to 0 during the bake, could that be causing the pathfinding algorithm to be stuck?
Hi
Setting edge simplification to 0 shouldn’t break it. However, I strongly recommend against it, as it leads to much more dense navmeshes that will just be worse from a performance and navigation point of view in essentially all respects.
It’s pretty stable. I made it into a beta because I was worried about some large refactorings I did. But I’ve seen zero issues on that part for a few months now.
There is an upgrade guide: Upgrade Guide - A* Pathfinding Project
Ok, which version of the beta would you recommend? Also the reason I set edge simplification to 0 is because the default value of 2 causes doorway entry path to be like this (the first picture) where as the second one (value = 2) appears cleaner? I wasn’t sure for value of 2 and the door way entry looking non symmetrical like this if it’s an issue.