Help solve the problem with Astar Pathfinding for AI enemies in the game

Hey, everybody!

I am creating a 2D top-down game, the action in which takes place in a 2D maze.

Chose Astar Pathfinding to create AI enemies in my game (I’m pretty weak at this fr). Its purpose is to help enemies navigate the maze and find the player

I created a prototype with pre-drawn walls, character and enemies

Have checked the path creation with debug.log and the path list is created, but the problem is that the coordinates of the created nodes are incredibly far from the scene, for example the x coordinate of a node may be 2000 and the y coordinate may be 1000. As I understand it, this is because I am applying screen height and width when calculating the width and height of each cell in this part of the code:

private void MakeaGrid()
{

    int cellwidth = camera.pixelWidth / gridwidth;
    int cellheight = camera.pixelHeight / gridheight;

    Vector3 bottomLeftCorner = camera.ScreenToWorldPoint(Vector3.zero);
    float minX = bottomLeftCorner.x;
    float minY = bottomLeftCorner.y;

    grid = new Node[gridwidth, gridheight];

    for (int x = 0; x < gridwidth; x++) 
    {
        for (int y = 0; y < gridheight; y++)

        {
            int cellPosX = x * cellwidth + (int)minX;
            int cellPosY = (gridheight - y - 1) * cellheight + (int)minY;
            bool isWalkable = !Physics2D.OverlapBox(new Vector2(cellPosX, cellPosY), new Vector2(cellwidth, cellheight), 0f, wall);
           
            grid[x, y] = new Node(cellPosX, cellPosY, isWalkable);

       

        }
    }
}

Please help me to solve the problem so that nodes are created inside the scene, on the maze.

I’ll also attach all my code. Perhaps there are errors there as well. Please review it, if it’s not too much trouble

public class astar : MonoBehaviour
{
    public LayerMask wall;
    public new Camera camera;
    public int gridwidth;
    public int gridheight;
    private Node[,] grid;
    public Transform player;
    private int currentWaypointIndex = 0;
    void Start()
    {
        camera = Camera.main;

        MakeaGrid();

        Node node1 = new Node(1, 2, true);
        Node node2 = new Node(3, 4, false);

        FindPath(node1, node2);

    }
    void Update()
    {

        Vector3 targetpos = player.position; 
        Vector3 startpos = transform.position;

        Node target = new Node(Mathf.FloorToInt(targetpos.x), Mathf.FloorToInt(targetpos.y), true);
        Node start = new Node(Mathf.FloorToInt(startpos.x), Mathf.FloorToInt(startpos.y), true);

        List<Node> Path = FindPath(start, target);

        if (Path != null && currentWaypointIndex < Path.Count)
        {
            Node currentWaypoint = Path[currentWaypointIndex];
            Vector3 targetPosition = new Vector3(currentWaypoint.x, currentWaypoint.y, 0);

            float moveSpeed = 5f;
            transform.position = Vector3.MoveTowards(transform.position, targetPosition, moveSpeed * Time.deltaTime);

            if (Vector3.Distance(transform.position, targetPosition) < 0.01f)
            {

                currentWaypointIndex++;
            }
        }

    }
    private void MakeaGrid()
    {

        int cellwidth = camera.pixelWidth / gridwidth;
        int cellheight = camera.pixelHeight / gridheight;

        Vector3 bottomLeftCorner = camera.ScreenToWorldPoint(Vector3.zero);
        float minX = bottomLeftCorner.x;
        float minY = bottomLeftCorner.y;

        grid = new Node[gridwidth, gridheight];

        for (int x = 0; x < gridwidth; x++) 
        {
            for (int y = 0; y < gridheight; y++)

            {
                int cellPosX = x * cellwidth + (int)minX;
                int cellPosY = (gridheight - y - 1) * cellheight + (int)minY;
                bool isWalkable = !Physics2D.OverlapBox(new Vector2(cellPosX, cellPosY), new Vector2(cellwidth, cellheight), 0f, wall);
                Debug.Log("ширина =" + cellwidth + "высота =" + cellheight);

                grid[x, y] = new Node(cellPosX, cellPosY, isWalkable);

                Debug.Log("ширина ячейки =" + cellwidth + "высота ячейки =" + cellheight);
                Debug.Log("путь по x =" + cellPosX + "путь по y =" + cellPosY);

            }
        }

    }

    private List<Node> FindPath(Node start, Node target)

    {
        start.gCost = 0;
        List<Node> openList = new List<Node>();
        HashSet<Node> closedList = new HashSet<Node>();
        openList.Add(start);

        while (openList.Count > 0)
        {
            Node currentNode = openList[0];
            for (int i = 1; i < openList.Count; i++)

            {

                if (openList[i].fCost < currentNode.fCost || openList[i].fCost == currentNode.fCost && openList[i].hCost < currentNode.hCost)
                {
                    currentNode = openList[i];

                }

            }
            openList.Remove(currentNode);
            closedList.Add(currentNode);

            if (currentNode == target)
            {
                return RetracePath(start, target);
            }

            foreach (Node neighbor in GetNeighbors(currentNode))
            {
                if (!neighbor.isWalkable || closedList.Contains(neighbor))
                {
                    continue;
                }

                float newMovementCostToNeighbor = currentNode.gCost + GetDistance(currentNode, neighbor);

                if (newMovementCostToNeighbor < neighbor.gCost || !openList.Contains(neighbor))

                {
                    neighbor.gCost = newMovementCostToNeighbor;
                    neighbor.hCost = GetDistance(neighbor, target);

                    neighbor.fCost = neighbor.gCost + neighbor.hCost;

                    neighbor.parent = currentNode;

                    if (!openList.Contains(neighbor))
                    {
                        openList.Add(neighbor);

                    }
                }
            }

        }
        return null;
    }

    private List<Node> RetracePath(Node start, Node target)
    {

        List<Node> path = new List<Node>();
        Node currentNode = target;
        while (currentNode != start)
        {
            path.Add(currentNode);
            currentNode = currentNode.parent;

        }
        path.Reverse();
        return path;
    }

    float GetDistance(Node nodeA, Node nodeB)
    {
        if (!nodeA.isWalkable || !nodeB.isWalkable)
        {
            return int.MaxValue;
        }
        float dstX = Mathf.Abs(nodeA.x - nodeB.x);
        float dstY = Mathf.Abs(nodeA.y - nodeB.y);
        return dstX + dstY;
    }

    List<Node> GetNeighbors(Node node)
    {
        List<Node> neighbors = new List<Node>();

        int[] xOffset = { -1, 1, 0, 0 };
        int[] yOffset = { 0, 0, -1, 1 };

        for (int i = 0; i < 4; i++)
        {
            int neighborX = node.x + xOffset[i];
            int neighborY = node.y + yOffset[i];

            if (neighborX >= 0 && neighborX < gridwidth &&
                neighborY >= 0 && neighborY < gridheight)
            {
                Node neighbor = grid[neighborX, neighborY];

                if (neighbor.isWalkable)
                {
                    neighbors.Add(neighbor);
                }
            }
        }

        return neighbors;
    }

    public class Node
    {
        public int x;
        public int y;
        public bool isWalkable;
        public float gCost = float.MaxValue;
        public float hCost;
        public float fCost;
        public Node parent;

        public Node(int x, int y, bool isWalkable)
        {
            this.x = x;
            this.y = y;
            this.isWalkable = isWalkable;
        }
    }



}





Go start from a tutorial on Astar and get it working 100% on a small 10x10 grid.

Until it works FLAWLESSLY on a small grid, don’t try a large grid because you’re just wasting time.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors, don’t post here… just go fix your errors! Here’s how:

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

Look in the documentation. Every API you attempt to use is probably documented somewhere. Are you using it correctly? Are you spelling it correctly?

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

When something doesn’t work as you expect, that means it is…

Time to start debugging! Here is how you can begin your exciting new debugging adventures:

You must find a way to get the information you need in order to reason about what the problem is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the names of the GameObjects or Components involved?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as Debug.Log("Problem!",this);

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: How To - Capturing Device Logs on iOS or this answer for Android: How To - Capturing Device Logs on Android

If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

If your problem is with OnCollision-type functions, print the name of what is passed in!

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

“When in doubt, print it out!™” - Kurt Dekker (and many others)

Note: the print() function is an alias for Debug.Log() provided by the MonoBehaviour class.