- A* version: 5.4.4
- Unity version: 6000.2.6f2
Hello and thank you for your tool it has been very helpfull, I am currently integrating it to my turn based RPG instead of my previous pathfinding, so far I have been able to do most of the things that I wanted but I might have taken some wrong direction.
I use a Layered Grid Graph
But I am not sure for the collision testing height see below.
And for my agents I use a Follower Entity
The Layered Grid Graph and my “Game” Grid are inline, I just have an offset of 1 has A* is managing the wall border of the map.
I tricked the graph like this for the map it is not the best example of inline but it is working.
For reference the wall unit size is 3 and the model close to 2.
I can use the TraversalLink and I have integrated it with animations, I have a small problem on ladder when going down but I think it is due to the cubic Bezier curve.
The yellow part are obstacles layer, the grey plane are for mouseplane layer, I have decrease the collider of the wall below the link to 2 so I have the height difference of 1 which allow to have it working but maybe there is better solution? Or better settings I am kind of new to the tool ![]()
Thanks to your tool I am able to have ramps now which is cool.
For Movement I am using a ConstantPath for the reachable position and a ABPath to get to it, I use a custom TraversalPovider:
public class MyCustomTraversalProvider : ITraversalProvider
{
public bool CanTraverse(ref TraversalConstraint traversalConstraint, GraphNode node)
{
return true;
}
public bool CanTraverse(ref TraversalConstraint traversalConstraint, GraphNode from, GraphNode to)
{
if (to.Tag == 31) return false;
return CanTraverse(ref traversalConstraint, to);
}
But sometimes if an agent need to pass close to another one, there is some “blocking” until it finally manage to leave the tagged area it happens on some direction like having to pass by a small corner like this.
But it might be due to my traversal provider, do I need to setup the from as well? Or filter the from with any tag?
For calculating range, I need to test all positions in a cube (in case of different floors, like the case from top) and I can cycle all positions in range and floor no problem, but I would like to find the NodeInGridIndex or test if it is available, so I can continue. I tried to find something like InvalidNodeIndex but I don’t know much how it works or if it is relevant.
In this case I am a bit struggling, I could use the GetNode(x, z, layer) but looking directly in nodes seems quicker, I am a bit stuck here.
I am using GetNearest in case of player click but in this case I am not sure it is relevant.
Another quick question, I am using a prefab for displaying the grid position, I don’t know if it is possible to integrate it to A*?
Sorry for the long post, I am not sure that it is the right approach of setting A* up, maybe there is better way, but so far the integration is working and I am happy with it ![]()



