Navmesh on a spherical planet

OK ,I will try it.And can I take ‘AstarPath.active.UpdateGraphs’ in a thread to update the graph(Is this a way to solve this situation too)? :flushed:

Dont need to every frame,I will set a varible(0.2s-0.5s) to update the graphs. :fearful:

Hello,Aron,I have try to use ‘FlushWorkItems’ in my codes.but it seems can not solve the problem of ‘Screen Stucking’ when ‘UpdateGraphObjects’,do I use it uncorrectly? Or is there a link or a case to teach me how to use ‘FlushWorkItems’? :hushed:

Hi

Do you need to update all of the objects every 0.2-0.5 seconds? Are all of them moving at the same time?

Also. You cannot use threading in that way. The API is not thread-safe I’m afraid.
It will use threads behind the scenes for some graphs, but not for navmesh graphs as they have some other requirements.

I want to update the objects which is rolling on the ground and something like sliding door on the ball,and I think update them every 0.2-0.5f is OK.How can I solve this problem(It happens that the spherecial world need navmesh graph)?

Hi,Aron,If current version can not update navmesh graphs asyncally or can not solve it in a thread(my version is 4.3.11 pro),can you expand some methods for hanling it?(I have spent several days to try to solve it but finally I cant :flushed:)I really need help :flushed:

Hi

Navmesh graphs cannot be updated in a separate thread without some significant changes to the package I’m afraid.
I would suggest that you either try to reduce the frequency with which some objects update the graph or to reduce the number of objects that you need to move.

But the question is that even through I just have only one obstacle to use ‘UpdateGraphs’,the game will also be stucked by several seconds which will reduce the game enjoying. :flushed: :flushed: Do you have other method to solve it(or even if relieve it is enough for me now ). :fearful:

Hello Aron,Is there any api to clear the old path or clear the agent data?Becauce when the agent reaches the pos and then update next desitination to patrol ,and I use ‘if(aipath.reachDestination==true)’ to judge if agent arrive the new pos,it will get true even the agent not reach.

@aron_granberg Hello Aron,I’m looking for a solution to path finding on a spherical world as well which brought me here.

How can I make object perpendicular to sphere surface and lookat Target?
I already replace script to AIArbitrarySurface

my A* Pathfinding Project version : 4.2.17.

Thanks for your answers.

@aron_granberg hello I want to make the pathfinding on a spherical planet in Unreal Engine.can you send your code about the the pathfinding on a spherical planet. thx :heart_hands:

@Chuxi_Yang I don’t think there’s any specific code from this package that will help you in Unreal, I’m afraid.

hello, I has buy your pro version,but I can not see the example for a spherical planet.I see you make the pathfinding on a spherical planet.( https://www.youtube.com/watch?v=xMp-vnOR2yk), can you send me the example for a spherical planet.

@Chuxi_Yang That example scene is available in the beta version. You can download the beta version at A* Pathfinding Project