Great stuff. Very clever with those portals. How does it compare to the Unity Pro’s version of pathfinding in terms of routing?
Thank you iKnorad. To be honest I haven’t used Unity’s navmesh a lot so I cannot give you a very confident answer. But I bet Unity’s is very optimized. That been said, for my implementation, the computation is instant, and the path generated are 90% percent the most optimized route while the other 10% percent is due to the nature of A* algorithm as I discussed here:
Basically it’s because I use the geometry center of a polygon as the node position, so if the polygon is a big one, then there is some inaccuracy