iTween + A* Pathfinding = <3

When pixelplacement’s iTween meets Aron Granberg’s A* Pathfinding, you get a quick demo of what you can achieve with powerful and easy to use tools.

With just 2 little scripts (basically 2 function calls, one for each tool), I easily managed to set a typical path finding system.

Try the Web Player version (86 Ko) and/or download the project sources (1.5 Mo) here.

Check comments in the Player.cs and KeyPoint.cs scripts for more details about this implementation.

Big up to Bob “pixelplacement” Berkebile and Aron Granberg for their work! o//

mmmm. nice work.

thanks for sharing … I’ll check your code at home.

woooow thats great love

but not for commercial project like my mmorpg :smile:

Why’s that?

Very cool! Are you using it in a game?

cause i have to pay for a* pathfinding when i want to use it in my game (itll be free to play but i think that doesnt matter)

or have u created all the code and ur so kind to let me use it for free?

That would be great :smile:

Aron Granbergs A* is free for non commercial and costs a nothing of $100 for commercial projects so really nothing to worry.
You will pay more for the servers to host an ORPG / MORG, very likely already more per month unless you only get 20 players ie nothing in the range of MORPG at all

hey dreamora

First im 15 so i dont make my own money and my pocketmoney is used for a new pc…

My server will be hosted at link 3 at vpslink.com

A friend of mine will pay the 240Š per year so u see: i dont have these 100$ and i cant take them from anywhere…

Sry about that, this pahfinding would be one of the first things i would buy

Robbilie,

If you are after a free A* implementation you can use mine:

It is in ActionScript. Porting it to C# would likely take under an hour.

If you wanted to learn more about the algorithm than what is posted I suggest Wikipedia, or check out my latest book:

In the book I use the A* algorithm in a virtual world. But again, it is all ActionScript. The concepts are the same in C# or AS. But obviously the syntax is different.

Good luck.

Codeproject.com have at least several C# implementations of A* pathfinding that are available under free licenses (BSD/MIT etc). Plus more could be found on net - just use “XNA” while searching. And there is jobemakar etc implementation. If someone really need it - he will find code.

But that is a nice idea if someone would create a community port that is trully free to use. As for Granbergs A* fees, he don’t publicly post his price - and “please contact me for price” sounds for me like price very well dependent on the project his code will be used, and could cost way more then a hundred $.

A* price is publically posted on the website, just read the rest of the block where he mentions the mail me for specific quotes etc :slight_smile:
Its $100 per commercial project actually so more than just affordable as already the editor part of an A* takes you days to pull off yourself

I think I’ll take a look at that…

Hey guys, nice to initialize this interesting discussion about different pathfinding implementations.
Just remember that A* pathfinding is an Unity3D integrated solution, which is a huge advantage for a unity project!
I really encourage you to test it : A* Pathfinding Project

Thanks for sharing this. I’m definitely going to check it out this weekend.

Here is the project source in attachement for those who can’t download it from original location.:sunglasses:

479695–16852–$iTween+aStarPathfinding.zip (1.47 MB)

Cool example, I’ll definitely give it a try :slight_smile:

thanks for this usefull tools, i am trying get to work on an uneven terrain, and mi player go throw the floor to find the point, how can i solve that?,

Check those pages for details about pathfinding plugin :

http://www.arongranberg.com/unity/a-pathfinding/docs/get-started/
http://www.arongranberg.com/unity/a-pathfinding/docs/faq/

Sounds like you have a problem with the “walkable” layer of your terrain.

Oh and don’t forget to add collider to your walkable/unwalkable game objects!
That’s a mistake I often make… 5 minutes ago for instance XD

thanks for answering i read the faq and the guide and my walkable player has collider but i have the same problem and i dont undestand why