Using A*pathfinding on an isometric game map

So I’ve been using Aron Granberg’s A*StarPathfinding with some success but recently had to change my game to an Isometric perspective, where every object is rotated 45% in X and Z, with Y up, however in doing so, appear to have broken pathfinding entirely. Has anyone here ever successfully used this package with an Isometic world/viewpoint?

When using A* you need (from my understanding) to have a tile based game. I may be wrong but i haven’t yet seen A* implemented in a non-tiled based game, but you may be able to use it with vectors.

It is tile based however the world is just at a 45 degree rotation.

In that case it should work but idk, cant really debug anything without examples… :slight_smile:

So as you can see from the screenshot the grid object has been rotated X -45, Z -45. The problem is that the ball (object with A* Pathfinding) does not pathfind, since A*Pathfinding has been setup to use X,Z with Y up, instead of X,Y with Z up. What happens now is that when you run the scene, the ball simply stays in place and returns the following error:

“Path Failed : Computation Time 1.00 ms Searched Node 1
Error: No open points, the start node didn’t open any nodes”

Any ideas?

I have not tried Aron’s A*, but it seems weird that it shouldn’t work just because an object is rotated. I mean you can go up ramps and such with his system.

But why rotate all objects instead of just the camera?