I GOT IT!!!
This is proof that I found a path that climbed up the ramp you have in your Recast Example! Lots of hard work to get to this point!
astar data awake() called!
loaded graph with 1 graphs!
graph 0 nodes: 369
path ID=1
startnode walkable? True
result path count: 35
node: (1.0, 0.2, 2.4)
node: (2.3, 0.2, 2.4)
node: (2.9, 0.2, 1.6)
node: (2.1, 0.2, 0.9)
node: (2.7, 0.2, 0.5)
node: (2.7, 0.2, -0.2)
node: (2.1, 0.2, -0.4)
node: (2.1, 0.2, -1.1)
node: (2.7, 0.2, -1.7)
node: (2.1, 0.2, -2.8)
node: (2.8, 0.2, -3.4)
node: (3.6, 0.2, -3.0)
node: (4.4, 0.2, -3.6)
node: (5.0, 0.2, -3.2)
node: (6.2, 0.2, -3.2)
node: (6.8, 0.2, -3.6)
node: (7.6, 0.2, -3.8)
node: (8.4, 0.2, -3.8)
node: (9.0, 0.2, -4.4)
node: (8.4, 0.2, -5.8)
node: (8.8, 0.2, -7.0)
node: (9.1, 0.2, -8.5)
node: (9.9, 0.2, -8.7)
node: (10.5, 0.2, -9.1)
node: (11.5, 0.2, -9.1)
node: (11.8, 0.2, -10.1)
node: (13.6, 0.2, -10.9)
node: (15.4, 0.2, -9.9)
node: (17.4, 0.2, -9.9)
node: (17.7, 0.3, -11.3)
node: (18.9, 0.3, -10.1)
node: (18.3, 0.5, -12.3)
node: (17.2, 0.6, -14.2)
node: (17.0, 0.6, -14.8)
node: (16.3, 0.9, -14.2)
Now for performance testing…
But, the only thing I can’t figure out is, why is the end node (16.3, 0.9, -14.2)? The Unity scene that this graph came from has this part of the ramp as being near (17.8.29.5,-35.9)… I couldn’t figure out how graph coordinates map to world coordinates…
Update on 14-Jan: I still have not figured out the coordinate system mismatch and I even reviewed the seeker code to see what it did with the path array once the path completed.
Now, I just used A* to scan one of my large scenes (10000x10000) units and it is only on 800/24900 tiles right now and more than 10 minutes have gone by. I know Unity’s NavMash baker takes considerably less than this on the same scene. Any ideas for speeding this up? If I so much as add one piece of fence, I’m going to have to scan the terrain again. That is unless I don’t mind creatures running right through it while I’m testing.
I believe my character radius is 0.3f, 45 degree slope limit, used tiles, and everything else is pretty much default (like rasterizing meshes instead of colliders).
Thanks Aron