I am using pathfinding for isometric tower defence game world similar to Cubemen game, featured in your website. I am also using point graph for the units to travel. Since my units are much smaller than the path I have multiple path in the same direction so that the units does not travel one after another.
When i tried this what happen is units sometimes cross into other path going in same direction. I have designed my animations look good when they travel in the isometric path. when they cross into another path the animation looks wrong. If they cross to another path in isometric manner it is OK (green path). But they cross to other paths diagonally it does not look good (blue path).
I am using point graph not grid graph.
In grid graph I can see setting called Connections is that the setting?
Our game is 2D game and I have used grid graph before, the problem is I can’t get the grid points to align to both isometric sides. I can only align points to one isometric side.
Right, you were using a point graph…
Try getting a grid graph to work by adjusting the Aspect Ratio value in the grid graph settings. It was added specifically for isomeric games.
It looks like that isometric art is laid out in a 2D plane right in front of the camera (parallel to the clip planes).
Try to place the graph in the 2D plane which the world would have used, if it was not faked using clever art, then rotate it 45 degrees around the Y axis and see if you can get it to work.
As shown in the picture my problem is the system is picking paths like A, B, C. If I can analyze the selected path after on path complete and add a point like D to the list to get a path like A, D, B, and C it will fix the problem.
If the points are correctly set then the direction vector between 2 points can have only 4 possibilities. If I go through the list and calculate direction vectors between adjacent points and if they are different to the possible 4 directions then I know the next point is not in correct position.
I tried the following function and it does work. But is there anyway to improve it?
I tried with grid graph with 4 connections but I can’t get it to align with both sides as shown in picture. Creeps will move along the paths nicely one side and other paths they move in zigzag pattern.
I had to experiment to find out that you used a camera angle of 30 degrees and a rotation of the world around the Y axis of 45 degrees.
I could actually set it up correct without using the aspect ratio.
I am still having trouble figuring out how to setup the scene. Please note that my game is a 2D game. I need the nodes in a vertical plane. I have uploaded test project, can you please have a look and advice how to fix this.
Sorry for digging up an old thread, but I have a similar issue. I’ve a isometric game where the angle is built into the art, so ideally the scene is set up so the camera is facing directly at the sprites.
I see how aron_granberg set up his scene in those images, but how would the pathfinding work in that instance? How can the grid graph detect collisions given the setup of that scene? Also, wouldn’t the AI characters be in the wrong position when traversing this world?
I know the aspect_ratio parameter was added to work with isometric, but I don’t see how this parameter can be used in this instance, or for that matter how this project can currently be used with a fully 2D isometric game unfortunately
In the latest version 3.5.2 (just uploaded) I have added support for a parameter called “isometric angle” which does exactly what you want (I hope).
Try it out and see how it works.
We are currently using the free version, so cannot rate or review it on the Asset Store. We will be updating to the Pro version in the coming weeks though to take advantage of the multiple threading, so will add a review and rating then