Pathfinding icon indicating copy to clipboard operation
Pathfinding copied to clipboard

Results 13 Pathfinding issues
Sort by recently updated
recently updated
newest added

Hello Sebastian Lague, I would like to ask how to prevent my prefabs using Astar from stopping movement when one of them has already found the target, and how to...

BugFix for when the path changes but the coroutine runs until the next yield statement, causing an error to throw when the pathIndex on line 62 is bigger than what...

Hello Sebastian and everyone! In Ep05, everything is working correctly. CreateGrid() and Gizmos.Draw() recognize the objects on the Unwalkable layer even in different scenes. However, when the unit goes to...

Not sure how to fix or address this. I'd like to add multiple layers to unwalkable. Doesn't seem to work, I thought the checking multiple in the editor drop down...

At the moment the script takes the second to last node as the end node.

It could be that you left this out for optimisation reasons, seeing as you could easily implement a way to check if one of the neighbours is your target tile...

Hi guys , i have this problem , anyone know how to solve it? I think is something about corners but idk sure . I want the unit to not...

Hi. I've made two minor changes: 1. `threadStart.Invoke();` to `new Thread(threadStart).Start();`. The first one does not create a new thread. 2. `List neighbours = new List();` to `neighbours.Clear();` (now this...

https://github.com/SebLague/Pathfinding/blob/b938872d12bbf9a78cda1e88cbb6a5acff25ccbf/Episode%2003%20-%20astar/Assets/Scripts/Pathfinding.cs#L29-L32 This does only set another node as current if the h-cost is *also* lower not just the f-cost - also the first `if` does not make much sens since...

Thank you for this project. It's really great. I'm using it in my [Never Split the Party](https://store.steampowered.com/app/711810/Never_Split_the_Party/) game. Unfortunately, it's doing a ton of unnecessary memory allocation. Something like 30k...