Hello! I’ve bought A* Pathfinding Project today. I followed the basic getting started tutorial (using a recast graph, and the AILerp movement script), but the paths that are generated are suboptimal, to say the least.
I thought I had probably done something wrong during the setup, so I tried the Recast3D example scene, and everything worked correctly. However, once I remove FollowerEntity and switch it to AILerp, weird paths appear again. Here are the only changes made to the Recast3D example scene to trigger this problem.
This is due to the way that the movement scripts make paths through the graphs nodes, which in the case of a recast graph won’t be as orderly as in a grid graph- even if you use a grid graph you’ll notice that they stick to the nodes pretty rigidly. For this you’ll want to add a Funnel Modifier to your agent.
Thanks for picking up Astar btw! Here if you ever need any more help
Thank you so much, the funnel modifier is what I was missing! Not sure if I’m blind but I didn’t see it mentioned anywhere in the getting started guide, maybe it should be added.
Thanks again
The getting started guides prioritize the FollowerEntity which is basically the “de facto” agent at this point, and it doesn’t need the modifier.
Thanks for the feedback though! If you don’t mind me asking, what made you choose AILerp during the Getting Started Guide rather than FollowerEntity? Mainly asking to know where we’d want to place notes about AILerp and AIPath needing that modifier if used.
If you don’t mind me asking, what made you choose AILerp during the Getting Started Guide rather than FollowerEntity?
I wanted to write my own movement code, ie. just use Seeker + my own script. Since AILerp and AIPath use Seeker, and FollowerEntity doesn’t, I thought it’d be more logical to try it out with one of the formers. Additionally, I’ve never used the Entities framework before, so AILerp and AIPath seemed less daunting (once again considering I wanted to take a look at their source code to make my own movement script).