AGrid Inspector Breakdown for A* Pathfinding

May 5, 2020

A* Pathfinding

AGrid Inspector Breakdown


Display Grid Gizmos:
determines whether or not to run gizmo methods (methods used for debugging and visualization in the editor, like the node locations)


Unwalkable Mask:
this is the Unity layer that is deemed unwalkable to the system (the layer which are picked up by the nodes during raycasting)


Grid World Size:
a Vector2 which determines the real world size area to attempt to place nodes on (rectangular shaped with alterable width and height)


Node Radius:
half the real world size of each individual node, which correlates to half the distance between each node's center (in both the x and z direction)


Walkable Regions:
this section can be opened and various terrain types can be added to this as well as their associated movement cost penalties to make certain terrains more or less navigable (also picked up in the raycast of the nodes)


Obstacle Proximity Penalty:
adds a bit of extra cost to nodes right around obstacles to make agents less likely to run right up against (or right inside) of obstacles


Unit Height:
currently used in conjunction with system placing the nodes at the proper elevation to place nodes slightly above the terrain so that using those location as waypoints for the agents does not make them go through/below the ground


Influence Objects:
variable sized array that can be filled with Influence objects so system knows which Influence objects to apply when filling out node values

Example Images of AGrid System and Inspector Designer Tools

Fig. 1: Visualize Nodes (Black Cubes are Node Centers)

Fig. 2: Visualize Nodes (Perspective)

Fig. 3: Visualize Nodes (Smaller Grid to Show Control)

Fig. 4: Additional Sketches to Show Parameter Influence

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