Pathfinding on procedural levels

Hi!

First of all, sorry for my bad english :slight_smile:

I am making a 2.5D arcade-rpg game (kind of like Zelda Little big planet) with all the content procedurally generated on the fly. For the moment all is working right: i can create some meshes and place them on the level, create rooms, teleporters, items, etc. but i was wondering how can i implement pathfinding on these levels as it seems that all the pathfinding packages for unity rely on “pre-cooking” the paths on the finished levels before playing them.

The levels that i am creating doesn’t have flying or moving platforms (nor they will have in the future), only static obstacles that the players can jump into (like broken columns, tables, etc.), but that the IA will avoid.

Any advice would be appreciated!

Thank you very much.

It is possible, my new A* project will be able to do it for most levels - should be submitted to the asset store within 2 weeks.

However if your building a A*solution yourself, you could look into using raycasting at Awake() or Start().

Hi!

That is awesome news! I will take a look at your A* project for sure :slight_smile:

And it will be cheap :mrgreen: