January 20, 2014
While working on my project, I've looked at Mecanim for the animation of my AI agents.
Here is my first try at using Mecanim with
Aron Granberg A* Pathfinding Project
step 1 : Take the "Nav Mesh Example" scene from Unity
Mecanim Example Scenes
step 2 : Import the free version of
Aron Granberg A* Pathfinding
in the project, and add a A* Pathfinding graph. For my test, I've used the 18.104.22.168 version, and I've
added a GridGraph of 160 x 120 with a node size of 0.4 and with a center at 0;0;0.
step 3 : Create a script named AgentAStar.cs
with the code linked.
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February 16, 2013
I've tried to work with the builtin Unity Pro Navmesh and Pathfinding system. But finally I have changed my mind and choosen another solution. For my project, the builtin system was too limited, and the impossibility to recreate a navmesh at runtime with a generated terrain was blocking.
I have choosen the addon A* Pathfinding Project by Aron Granberg
. This package is really great, the source code provided is well written and the documentation is excellent. It allows PointGraph, GridGraph, NavMesh, Reciprocal Velocity Obstacle (RVO avoidance) and can recast any pathfinding graph at runtime. Not to mention the support provided by the author on his own forum. For me, it is the better Pathfinding solution available for Unity 3D.
The RVO system was mainly implemented by Aron Granberg with NavMesh in mind. For my project, I can add and change obstacles at runtime, so GridGraph is more appropriate. Then, I have completed the system myself. My own add-on is available here with source code: RVONavmesh equivalent for GridGraph
Since my contribution, Aron has given me the access to his private Git repository. I hope to contribute more to this wonderful software in the future.