Grid-Based Movement with FollowerEntity

  • A* version: 5.3.4
  • Unity version: 6000.0.40f1

How can I effectively force the movement driven by FollowerEntity and its associated systems (AIMoveSystem in particular) to adhere strictly to the grid, moving cell-by-cell (ideally cardinally) and snapping precisely to cell centers, while still benefiting from the underlying pathfinding and optional RVO?

Is there a way to:

  • Configure FollowerEntity or its underlying systems (MovementSettings, PIDMovement) to eliminate the smoothing/interpolation that causes diagonal movement between grid points?

  • More effectively override or constrain the output of AIMoveSystem without causing visual jitter?

  • Access intermediate path points (not just the nextCorner from MovementState) within a system to manually step through grid cells along the A* path? (The PathTracer in ManagedState seems complex to use safely from systems).

I understand FollowerEntity isn’t primarily designed for this, but since it’s the main ECS pathfinding component for A* Pro, I’m hoping there’s a workable solution or configuration I’m missing. Any insights or alternative approaches would be greatly appreciated!

Thanks!

Hi

This is not possible at the moment. The FollowerEntity’s movement model requires smooth movement, not grid-based movement. However, the AIPath or AILerp component can do this very well.