Tag Info

New answers tagged

0

It's been a while since I've worked in Unity, but I believe the problem (or at least part of it) you're having may be that you're using renderer.bounds which gives you the axis aligned bounding box of the object in question. This would mean that when you rotate the bounding box is not rotating, but is in fact growing to fit the rotated object You can test ...


2

Use a standard A-star algorithm, modified to consider all possible orientations as you remove each node from the Openset. There are two possible implementation choices here: Test for suitability of each <neighbour,orientation> tuple before pushing it to the priority queue; or Test for suitability of each <neighbour,orientation> tuple after popping ...


0

I'm curious to hear if there's a more elegant solution, but I feel like brute force may be the best. Basically try to go down all the paths recursively, under each possible rotation orientation - assuming you only have a few rotation angles. Something like, if you reach a spot you can't continue to path through, but there is a gap, try rotating to fit ...


2

At 4096 nodes, it's probably not an issue. The pathfinding should be fast, and the resulting paths will be pretty small. The simplest approach to reduce the number of nodes on the paths is to first find the path on the grid, and then use "string pulling" to eliminate most of the nodes from the resulting path. If you're working with a large grid you might ...



Top 50 recent answers are included