Local Space AI Path, LocalSpaceRichAI equivalent for 2D

@aron_granberg Ahhh, brilliant!!! That worked. I haven’t quite wrapped my head around what the movement plane is all about or why this causes the agents to jump. Here is what I did before you pointed this out (that was mostly working):

After making the last video I noticed that if I lowered the path recalculation rate that the Navemesh wasn’t rotating with the sphere. This made me realize that the Navmesh was not being refreshed in the in the OnUpdate(). So I changed OnUpdate() to this:

        protected override void OnUpdate(float dt)
        {
            RefreshTransform();
            base.OnUpdate(dt);
            UpdateMovementPlane();
        }

But this caused all the boats orientate to y.up. So I modified it again to this:

        protected override void OnUpdate(float dt)
        {
            graph.Refresh();
            interpolator.graphTransform = graph.transformation;
            base.OnUpdate(dt);
            UpdateMovementPlane();
        }

Which worked great, and I just turned off automatic path recalculation and just called SearchPath() when setting a new waypoint. This worked great but the agents still hopped when selecting a new way point. By commenting out the updating of the movement plane in RefreshTransform() like this:

        void RefreshTransform()
        {
            graph.Refresh();
            interpolator.graphTransform = graph.transformation;
            //movementPlane = graph.transformation.ToSimpleMovementPlane();
        }

The boats no longer hop when selecting a new way point and I can probably turn path recalculation back on (if needed).

Thanks so much for your help, we are loving A* Pro, more so now that its doing what we want it to do.

Jacob

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