Hi all,
Just wondering if this system will work with a procedurally generated terrain, that loads in and out chunks at runtime. The terrain has no limit, and can stretch on forever. I’ve had a brief look around the documentation but haven’t managed to find any appropriate information.
Any help is much appreciated, and if this is possible, this will be an immediate purchase for me!
Thanks,
Matt
Hi
Take a look at the example scene called “Procedural”. There is a demo here: http://arongranberg.com/astar/media
However care should be taken if you want to deploy for WebGL or mobile since they usually have much lower performance.
There are also other approaches that can be taken, but they require a bit more configuration and some code.
WebGL or Mobile won’t be a problem, as I’m aiming for a primarly Windows PC release.
The demo looked pretty perfect though, thank you. Is there a tutorial / starting point for trying to achieve something like this?
Thanks for the rapid response.
Hi
There isn’t really much to it, you basically attach the ProceduralGridMover script to the object that you want the graph to follow and then it will usually just work. The procedural example scene is included in the package that you can download so you can have a look at how it is configured.
The documentation for the ProceduralGridMover script is here: http://arongranberg.com/astar/docs/class_procedural_grid_mover.php