A* Pathfinding Project : 2.8 beta is live!

Since I have made so many improvements which I haven’t released yet, I decided to release a beta version, which basically is the full project, but it isn’t tested and I guarantee that there are bugs in there.

:arrow: Here’s a list of the major improvements:
:arrow: Quadtrees : This enables you to search for paths in wide open areas really fast.
:arrow: Path smoothing : I have three path smoothers, Bezier Curve smoother, Catmull Rom and Simple Smooth (subdivides the path and smoothes it).
:arrow: The editor gui has many improvements, e.g a quick button bar at the top which enables you to quickly switch on and off debug info.
:arrow: Up to 9+ times faster : I have found ways of caching data to make the script about 9 times faster, my average pathfinding calls are now calculated in milliseconds.
:arrow: Multithreading : If you enable this, the pathfinding will have almost no impact on framerate (if you run it on a 2+ core computer), which is great (Warning: This might cause crashes on windows of some reason).
:arrow: Correct paths, actually, in previous version paths have not been optimal in all cases, but they are now!

Download it here: A* Pathfinding Project

Here’s a video showing the speed of the beta : http://www.arongranberg.com/wp-content/uploads/astarpathfinding/videos/speedTest.mov

I’m on vacation from tomorrow, so I will not have a lot of time to answer questions and such (most of the time I will not even have internet connection).

A lot of questions have been asked and answered before, so if you have a question you can look in the previous release thread.
http://forum.unity3d.com/viewtopic.php?t=43822

Cheers
Aron

very cool thing, congrats on the new version.

I hope I will find some time soon to experiment with it :slight_smile:

Wow this project has really evolved even since the short time I’ve been around.

Great job!

Great Job! Thanks Aron!

Amazing! I’ve never been able to grasp how to program a*… XD Kind of problemsome with the fact I’m trying to program an RTS. May have to look at your code to get some ideas.

Very cool though.

(I’m one of those people that doesn’t like just using someone else’s code. I prefer to use my own, even if it’s not as efficient. Personal preference.)

A really good work ! Thank you ! :slight_smile:

Awesome!

You never fail to amaze, great work!! :slight_smile:

I’m one of those people too! :wink:

Yeah, your the person who gives the people code at a good price :lol:

Neatomaleato. That is pretty sweet.

wow,the most useful package for unity on the planet

Really is. Saved me a ton of time and headaches.

I’ve also gotten a big performance boost since switching to 2.8 beta.

Before I get deeper into unit (very new to it) I’d like to know this is possible.

Grid 0
http://img707.imageshack.us/img707/7578/93098241.jpg
Grid 0 and 1. They overlap on the ramp.
http://img227.imageshack.us/img227/746/56119327.jpg
Grid 1.
http://img695.imageshack.us/img695/5288/15151667.jpg

Basically I want those to connect ingame - I plan to procedurally generate my structures when the game begins, and to have multiple floors.
Is it possible to connect those 2 ingame? It should be easy enough - look for nodes at a specific height, than match the X Y together.

Likewise a small bug, when using quad-trees it doesn’t work very well with ramps (trying to optimize it like it’s part of the flat terrain)
Workaround would be to place colliders on both sides of the ramp.

Besides that, I’m loving it. I need to give some love to the procedural scenes and make sure my question isn’t answered in it. Huge performance boost as well!

Will try dropping the beta into my project today. Looks great. Will let you know if there are any problems.

HUGE HUGE HUGE speed improvement on calculating the grid is the first thing I’ve noticed. Everything else is working just fine with no code changes. Took me a little while to find all the bits I needed to drop it in the project. Couldn’t find a 2.8 ‘just source’ download.

Excellent work as always and if my project ever sees the light of day - money dropping at ya.

if this comes with like anemy ai and follow ai scripts
i will be happy to pay you 100$
im not kidding realy good job man
keep it up :slight_smile:

Hi !

Is there someone who don’t “scan map on startup” ?

I try to save my grid to not have to scan it (“big” grid) but when i run my project, Unity crash xD
I saw that some code is commented, i know that is a beta but maybe i’m bad :smile:
(Create new AstarData, uncheck “Scan map on Startup”, drag’n drop my AstarData object in the AstarData field, scan, save, run … crash :smile:)

Ok, i reimported all my scripts, it doesn’t crash anymore but i have this error at loading

NullReferenceException: Object reference not set to an instance of an object
AstarPath.FloodFillAll ()   (at Assets\Pathfinding\AstarPath.cs:2026)
AstarPath.LoadAstarData ()   (at Assets\Pathfinding\AstarPath.cs:3519)
AstarPath.Awake ()   (at Assets\Pathfinding\AstarPath.cs:587)

I know sturestone is in holiday, but if someone have an idea :slight_smile:

looks really good!

Will download at home!