I just bought A* pathfinding today and I’m still getting to grips with it.
I’m working on a project in 2D and I would like to employ the equivalent of the “Moving” demo, which uses the LocalSpaceRichAI. I notice from a comment in the AIBaseEditor class that Rich AI is not compatible with 2D and is exclusively designed for XZ traversal.
I’ve therefore been trying to get an equivalent set up for AIPath i.e LocalSpaceAIPath, the documentation for LocalSpaceRichAI suggests it should be relatively straightforward to convert the logic and I basically understand what is being done behind the scenes - perform pathfinding at a graph at zero space and inverse transform the path at runtime, but for the life of me I can’t seem to get it working.
I was hoping somebody could shed some light on how the LocalSpaceRichAI actually does local space pathfinding in a bit more detail and give any pointers towards replicating that logic.