Pathfinding in unity: First Path 1.0 tutorial now available!

With the launch of unity 2.5, I can finally share this leap from Path 0.3b. Check it out at http://angryant.com/path/

Specs:

  • Available for unity indie as well as pro licensees
  • Can run in webplayers as well as stand-alone
  • Requires no additional installations

Features:

  • Easy to use editor interface
  • Navmeshes
  • Waypoint networks
  • Cached pathes
  • Distributed processing using coroutines
  • Tag-filtered pathfinding
  • Hierarchal “grid network” pathfinding
  • Auto-recalculate on runtime network changes

I just received the win 2.5 pro version of Unity and I have watched your demo vids Great work. I can’t wait to get a grip on Unity to test your work.

Thank you very much

Congratulations with the release! Will put it to good use soon.

Good on you Emil, these add-ons you make are very constructive.

Aaron

Great, Congrats!

What’s the licensing terms? I couldn’t find it on your website.
IIRC it’s just your logo at the beginning of the game?

Click to download one of the files - you’ll be directed to a view of the license which you have to accept before downloading.

I’m looking forward to how awesome the new Path will be. A quick web design note, I couldn’t find the download link for like 5 minutes. I may be a bit dense but it would probably help to make it more obvious somehow. In my mind it just kinda blended with the header and I wasn’t looking there.

Thanks for Path!

Josh

Hey Emil, amazing work.

Any idea when you might have some docs or a quick write up? I can’t figure out how I would go about incorporating my own nav mesh into your system.

I can see it has something to do with the ‘Create’ menu in the Path browser, but other than that, I’m not sure.

Thanks!

I just finished the first video tutorial and its available on the Path documentation site :slight_smile: Get it while its hot!

Just watched the first tutorial very impressive, I look forward to testing as soon as I can get enough of our project mapped from our previous pipeline to our Unity pipeline.

Nifty! I’d be real interested in knowing how you made the small bar at the top of the path browser. Is there a built-in way to make such bars, or are you “faking” it with a custom GUIStyle?

The code is right there available in the editor demo: Its just a BeginHorizontal rendered with the “Box” GUIStyle :slight_smile:

Edit:

GUILayout.BeginHorizontal( "Box" );
// Bar content
GUILayout.EndHorizontal();

Thanks! What I was looking for was the “Toolbar” and “toolbarbutton” GUIStyles. Hadn’t thought of going through the styles in the built-in skin. :sweat_smile:

hi there, thanks for the great work,
but this doesn’t work for the new 2.5(windows trail)?

Was that a question or a statement? Path 1.0 only works on 2.5 and I haven’t had any reports of problems from people who have used it on their windows installs.

Can you please try downloading your UnityPackage Emil? Its getting corrupted by the unzipping process, the trick is to put package into folder, then zip said folder. Currently it unpacks as gobbledygook…for me at least-this has always been the case with unityPackages in my experience.

Cheers
Aaron

hi there,but when i import the path package unity
said that can’t decompress the package?
i used the windows 2.5 trial version.

Ah - sorry I was unaware of that issue. I uploaded a new zip containing the package in a folder.

Notice that for your first tests I recommend you use the editor demo project which already has a Path collection setup.

So… Who really got around to trying this out? Are y’all happy or what? Feedback wanted.

The video tutorial looks great, I’ve downloaded 1.0 and I’m trying to get stuck into it, but I’m having problems.

When I create a Waypoint in a WaypointNetwork, I can’t change the position of it - it keeps snapping all x, y and z values back to zero. I tried opening your demo project to see what I was doing wrong, but the same issue appears there. Is there something obvious I’m doing wrong or could this be a Unity 2.5 related bug?

Also - not really critical but I noticed that PathEditor keeps getting leaked in the editor.

EDIT: It works (as in you can move the waypoints) you just can’t edit the fields in the inspector. That would be useful but I guess it isn’t critical.