A* Pathfinding Project
3.1.4
The A* Pathfinding Project for Unity 3D
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Unity front end for an RVO simulator. More...
Public Member Functions | |
Simulator | GetSimulator () |
Get the internal simulator. | |
Public Attributes | |
int | desiredSimulatonFPS = 20 |
Desired FPS for rvo simulation. | |
bool | doubleBuffering = true |
Use Double Buffering. | |
bool | interpolation = true |
Interpolate positions between simulation timesteps. | |
ThreadCount | workerThreads = ThreadCount.Two |
Number of ROV worker threads. | |
Private Member Functions | |
void | Awake () |
void | Update () |
Update the simulation. | |
Private Attributes | |
Pathfinding.RVO.Simulator | simulator |
Reference to the internal simulator. | |
Unity front end for an RVO simulator.
Attached to any GameObject in a scene, scripts such as the RVOController will use the simulator exposed by this class to handle their movement.
You can have more than one of these, however most script which make use of the RVOSimulator will find it by FindObjectOfType, and thus only one will be used.
This is only a wrapper class for a Pathfinding.RVO.Simulator which simplifies exposing it for a unity scene.
Simulator GetSimulator | ( | ) |
Get the internal simulator.
Will never be null
int desiredSimulatonFPS = 20 |
Desired FPS for rvo simulation.
It is usually not necessary to run a crowd simulation at a very high fps. Usually 10-30 fps is enough, but can be increased for better quality. The rvo simulation will never run at a higher fps than the game
bool doubleBuffering = true |
Use Double Buffering.
This will only be read at Awake.
ThreadCount workerThreads = ThreadCount.Two |
Number of ROV worker threads.
If set to None, no multithreading will be used