3D Pathfinding & Agent Avoidance In Unity

Published 2021-11-16

All Comments (21)
  • @ABitOfGameDev
    The repo is now available. It was set to private, I forgot to change it!
  • Wow! Great video and great explanations! Love you work! Keep the videos coming!! πŸ’ͺ
  • @K.Z007
    A big thank you for sharing your incredibly wonderful knowledge.
  • @95ivangr
    Awesome video! Keep up the good work!
  • @mechsquid2
    Thanks for sharing your experience with us!
  • @vast634
    Step 1 is always to create a transition graph. Locations and their connection to each other (easy on a simple grid, but complex in 3D and with different movement restrictions such as one-way transitions for a jump). A* is then just one way to traverse the path.
  • @RustyMahkra
    Look awsome. I'll try to implement in my game right now! Thanks n.n
  • This was very cool!! Thanks for sharing. I've been trying to come up with a way to convert a 2D pathfinding library (i.e. Recast / Detour) into 3D so I can have flying agents. In a normal fantasy style MMORPG you really only have the terrain, trees and some structures. So, unless you're near one of those structures, you can pretty much allow unrestricted flight in any direction above the terrain. I'm running into issues figuring out if a flying agent tries to go through a structure wall though. I currently have 3D voxelized structures as you did for your whole world but I don't want that AND my Recast NavMesh. One option would be to implement my own A* pathfinding on the voxelized version like you do and discard Recast. Touch decisions !!! πŸ˜…
  • @daslolo
    It's a great explanation. The only problem is how allocation heavy this is. The result is that, within a few minutes of running it, a giant mega spike will hang the engine for a few seconds.
  • @luminewr5469
    sir can u give an example how to use pathfinding for particle system or vfx?
  • @Galactic7orce
    Is it possible to add new objects at runtime? For example, if you wanted to give the player the ability to be able to add new asteroids and change the world space. I'm working on a aquarium simulator and I want to be able to let the player customize the objects in the aquarium.
  • @CHSidChou
    this woupd be pretty heavy if the map gets large right?
  • @HellAvalor
    Nice video. Pity that repo is not available.
  • @nicwhites
    Nice video, for anyone reading this I recommend not coupling avoidance and pathfinding
  • really wish you would have commented out some explanations every few lines if you werent going to actually make a tutorial explaining how this works