At runtime, I generate a tilemap for my “ground”. Each tile is an entity which holds some tiledata (such as Walkable, Buildable, Resource Type, etc). When I have the graph scan after the map has been initialized, every node is unwalkable. I assume this is because the raycast it uses to determine the graph is using UnityEngine, rather than Unity.Physics. I could not find where the code for scanning was located to change the raycast type.
Does anyone know how to scan entites?
Any help is appreciated.
Bump?
Hey,
Rather confused with your question.
I suppose with tilemap you mean gridGraph?
The Ssystem does use Physics.Raycast, you can look at this yourself line 653 in the Base.cs file.
function Vector3 CheckHeight.
Ah, I have a tilegraph (completely separate from the A* package). It’s a hashmap of tiledata structs I use to determine location data. I have an entity with a collision box at every tiledata position in the Word. These entities essentially make up a lightweight “terrain gameobject”. I wish to raycast to these tile entities to set up pathfinding. I’ll look at line 653, thank you!
Hi
If you download the latest 4.3.8 beta there is also a new way of creating custom grid graph rules that you might be interested in.
See https://www.arongranberg.com/astar/documentation/dev_4_3_8_84e2f938/gridrules.html