Pathfinding on unity terrain with digger/holes

We are using A* for some large arts maps using unity 2020.3 and want to use digger pro to create tunnels through mountains - can A* still calculate viable paths if we do this? Ideally with different graphs for over vs through



Yes it can.
The unity physics engine handles everything for layerd grid graphs so that should be smooth (though one user said the physics shapes weren’t quite expected, so the boundaries of the holes could be weird). In the beta version, the recast graph has support for terrain holes as well when using Unity 2020+, but not in the non-beta version.

This is all for a single graph that covers everything. I think it would be tricky to do with multiple graphs.

Excellent! We are running the beta version so will give that a go! Thanks

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