Tiled Grid Graphs, Possible?

So yeah the title mostly says it all.

I’m generation a random terrain (not unity terrain, and I do this in tiles.
My game is an RTS/RPG kinda mix so I need to be able to place buildings (obstacles), I also need units to be able to be all over the place (I’ve seen the procedural example, but that will only work if all the action is centered around the main unit).

So my question is, is it possible to tile grid graphs in a meaningful way? And if not do you guys have any other suggestions?

You can create multiple GridGraph and link them at run time. But why don’t you create a single big GridGraph and scan at runtime after the generation of your terrain ?

The island I generate can potentially be up to 1500x1500 units ( although mostly more like 900x900, haven’t tried every seed in the world :wink: )

I did some testing in another project, and saw that grid graphs only can have up to 1024x1024 nodes. This cap I might be able to remove, but I’m guessing it’s there for a reason? Although it ran perfectly fine on my PC unless I tried to visualize the graph. I also tried adding and removing obstacles to the graph at runtime which also went without a hitch.

Hi

Remember just because it is 1500 units, you do not necessarily need a node at every unit. Try using a node size of 1.5 or 2.

The 1024 limit is only artificial, almost no people need it. And it is nice to have a limit in the editor to avoid it from lagging to death.