Questions about improving our project

Hello Aron, I haven’t purchased your product yet as I already have an optimized A* solution for our game Goldfather but seeing there’s a plugin that has so much focus on A* I was wondering whether this would improve our games experience.

  1. Does your algoirthm support queuing of sorts? If you watch our video we have a lot of characters in our game which can sometimes walk through each other so we’re looking to update this at some point to either create queues which will wait for one character to walk first and then the rest will continue etc. Also is it optimized for use such as this?

  2. I’ve seen that your system supports proceedural environment, does that have any kind of limitation? We don’t support huge environments in our project but do they need to have specific colliders attached or anything similar to that?

  3. For meshes that you’d want to avoid but also interact with such as a couch where you wouldn’t want to fall onto or go through it’s back but you can sit on fron the front, is there an “entrance” system or something similar to handle something like that?

  4. Is your system through monobehaviours or can it be just a call on the code which will get position X for destination?

Thanks in advance, you have a great product and I see you try your best to answer everyone

Hi

  1. There is local avoidance included which will slow the agents down so that they don’t try to walk through each other (it looks more like a ‘flow’ than queuing though). I have done some experiments with cooperative pathfinding (see the blog), but nothing is ready for release yet.

  2. You can call a method to update the graph in the region you are interested in (see http://arongranberg.com/astar/docs/graph-updates.php). It’s just the regular unity colliders that are used. There is also a script called “DynamicGridObstacle” which will update the graph around itself when it detects that it has moved.

  3. That is something very game specific, and games usually handle it in different ways (e.g could be a 2D game, 3D game, turn based, real time, grid based, free movement, etc). This library does not intend to handle that at least at this stage.

  4. There are both monobehaviours that you can use, or you can call the system directly. See http://arongranberg.com/astar/docs/calling-pathfinding.php

That’s great thanks Aron!

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