![]() ![]() Previously the order of execution was left at the Unity default value which is very unpredictable. See below for more details.Ĭhanged the order of execution for the AstarPath script to -10000. The AIPath script will now clear the path it is following if a path calculation fails. ![]() If you really want the old behavior then set ai.whenCloseToDestination = CloseToDestinationMode.ContinueToExactDestinationĪnd in a separate script run ai.isStopped = ai.reachedEndOfPath The new behavior is usually what you want. Now all fields the editor scripts cannot handle will show up automatically.ĭeprecated some older linecast overloads for grid graphs.ĭeprecated LevelGridNode.GetConnection in favor of LevelGridNode.HasConnectionInDirection.įixed RVO example scenes not working properly (regression introduced in 4.2.16).Ĭhanged when the AIPath movement script stops when AIPath.whenCloseToDestination is set to Stop. ![]() AIPath) and adding new fields, would not make those fields show up in the inspector unless you had a custom editor script too. Improved error checking in FloodPath for if the start node was destroyed before the path calculation started.įixed saving or loading graphs could deadlock on WebGL since the zip library tired to use threads, which doesn't work on WebGL.įixed linecasts on grid graphs would not always return a hit if the start point or end point was outside the graph.įixed ExitGUIException could show up in the console sometimes when editing component properties.įixed floating point errors causing the FunnelModifier to simplify the path incorrectly in rare cases.įixed not being able to check for updates in Unity 2022.1+ because https must now be used for all web requests.įixed inheriting from scripts in this package (e.g. So now you can include GraphMask fields in your own scripts and they will show up nicely in the inspector. This makes properties like IAstarAI.reachedDestination and IAstarAI.remainingDistance work out of the box for those path types.Ĭreated a property drawer for the GraphMask struct. If you pass a RandomPath, FleePath or MultiTargetPath, the destination will be set once the path has been calculated since that's when it is first known. Using IAstarAI.SetPath will now set the destination of the movement script to the end point of the path by default. Before, you could get two connections between the nodes instead of one, like you'd expect. GridNodeBase.AddConnection will now remove an existing grid connection (if it exists) to the same node, before adding the new custom connection. GridNodeBase.RemoveConnection now also works for grid connection, not just custom connections. Increased artificial limit for the maximum length of paths from 2048 to 16384. Renamed AutoRepathPolicy.interval/maximumInterval to AutoRepathPolicy.period/maximumPeriod since that's a more descriptive name.Ĭhanged AutoRepathPolicy to make it usable for custom movement scripts without having to implement the IAstarAI interface. This may improve performance when scanning graphs. Unity has decent support for incremental GC now, and it's best to rely on that instead. This will make it easier to keep a single AstarPath component around for the whole duration of the game.Ī garbage collection will no longer be forced immediately after scanning graphs. If you have a persistent (DontDestroyOnLoad) AstarPath component while loading a new scene with an existing AstarPath component, the newly loaded AstarPath component will disable itself instead of logging an error and leaving both components in inconsistent states. This makes nstrainInsideGraph work a lot better for grid graphs which have slopes.Ĭhanged the color of gizmos drawn for the NavmeshAdd component from green to purple to avoid confusion with the Seekers gizmos. Grid graphs and layered grid graphs now have support for NNConstraint.distanceXZ. Previously only the scene view was repainted. The game view will now automatically repaint after a graph is scanned in the editor. Various documentation improvements across the whole package. Now linecasts which only touch corners of obstacles are always allowed, and also linecasts which go right on the border between walkable and unwalkable nodes.Īdd GridNodeBase.NormalizePoint and GridNodeBase.UnNormalizePoint. In particular, many edge cases were previously undefined and were not consistently handled. Improved accuracy of linecasts on grid graphs. Improved performance of linecasts on grid graphs by approximately a factor of 2. Nearest node queries on layered grid graphs are now significantly faster. Īdded a documentation page on the architecture of the package: Architecture overview.Īdded a tutorial on migrating from Unity's pathfinding to this package: Migrating from Unity Navigation.Īdded a tutorial on how to deal with pathfinding in large worlds: Large worlds. This release contains fixes and features that have been backported from the 4.3 beta. ![]()
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