A* Pathfinding Project
3.8.5
The A* Pathfinding Project for Unity 3D
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Deprecated List
Class
AIFollow
This script has been deprecated, use
AIPath
, RichAI or MineBotAI instead
Member
AstarData.AddGraph
(string type)
Member
AstarData.CreateGraph
(string type)
Member
AstarData.data_cachedStartup
Deprecated since 3.6, AstarData.file_cachedStartup is now used instead
Member
AstarData.GetGraphType
(string type)
Member
AstarData.GetRaycastableGraphs
()
Deprecated because it is not used by the package internally and the use cases are few. Iterate through the #graphs array instead.
Member
AstarMath.Abs
(int a)
Use Mathf.Abs instead
Member
AstarMath.Abs
(float a)
Use Mathf.Abs instead
Member
AstarMath.Clamp
(float a, float b, float c)
Use Mathf.Clamp instead
Member
AstarMath.Clamp
(int a, int b, int c)
Use Mathf.Clamp instead
Member
AstarMath.Clamp01
(float a)
Use Mathf.Clamp01 instead
Member
AstarMath.Clamp01
(int a)
Use Mathf.Clamp01 instead
Member
AstarMath.ComputeVertexHash
(int x, int y, int z)
Use Int3.GetHashCode instead
Member
AstarMath.DistancePointSegment2
(Vector3 a, Vector3 b, Vector3 p)
Obsolete
Member
AstarMath.DistancePointSegment2
(int x, int z, int px, int pz, int qx, int qz)
Obsolete
Member
AstarMath.FormatBytes
(int bytes)
Obsolete
Member
AstarMath.Hermite
(float start, float end, float value)
Obsolete
Member
AstarMath.Lerp
(float a, float b, float t)
Use Mathf.Lerp instead
Member
AstarMath.MagnitudeXZ
(Vector3 a, Vector3 b)
Obsolete
Member
AstarMath.MapToRange
(float targetMin, float targetMax, float value)
Obsolete
Member
AstarMath.Max
(float a, float b)
Use Mathf.Max instead
Member
AstarMath.Max
(int a, int b)
Use Mathf.Max instead
Member
AstarMath.Max
(uint a, uint b)
Use Mathf.Max instead
Member
AstarMath.Max
(ushort a, ushort b)
Use Mathf.Max instead
Member
AstarMath.Min
(float a, float b)
Use Mathf.Min instead
Member
AstarMath.Min
(int a, int b)
Use Mathf.Min instead
Member
AstarMath.Min
(uint a, uint b)
Use Mathf.Min instead
Member
AstarMath.Repeat
(int i, int n)
Obsolete
Member
AstarMath.RoundToInt
(double v)
Use Mathf.RoundToInt instead
Member
AstarMath.RoundToInt
(float v)
Use Mathf.RoundToInt instead
Member
AstarMath.Sign
(float a)
Use Mathf.Sign instead
Member
AstarMath.Sign
(int a)
Use Mathf.Sign instead
Member
AstarPath.EnsureValidFloodFill
()
This method has been moved. Use the method on the context object that can be sent with work item delegates instead
Member
AstarPath.FlushWorkItems
(bool unblockOnComplete, bool block)
Use FlushWorkItems() instead or use FlushWorkItemsInternal if you really need to.
Member
AstarPath.graphTypes
Member
AstarPath.IsAnyGraphUpdatesQueued
Use IsAnyGraphUpdateQueued instead
Member
AstarPath.limitGraphUpdates
This field has been renamed to 'batchGraphUpdates'.
Member
AstarPath.maxGraphUpdateFreq
This field has been renamed to 'graphUpdateBatchingInterval'.
Member
AstarPath.minAreaSize
This is handled automatically now
Member
AstarPath.OnGraphsWillBeUpdated
Member
AstarPath.OnGraphsWillBeUpdated2
Member
AstarPath.QueueWorkItemFloodFill
()
This method has been moved. Use the method on the context object that can be sent with work item delegates instead
Member
AstarPath.RegisterSafeUpdate
(System.Action callback, bool threadSafe)
Member
AstarPath.ScanLoop
(OnScanStatus statusCallback)
ScanLoop is now an IEnumerable<Progress>. Use foreach to iterate over the progress insead
Member
AstarSerializer.SerializeNodes
()
Not used anymore
Class
ExtraMesh
Use RasterizationMesh instead
Member
GridGraph.CalculateConnections
(GridNode[] nodes, int x, int z, GridNode node)
CalculateConnections no longer takes a node array, it just uses the one on the graph
Member
GridGraph.Linecast
(Vector3 _a, Vector3 _b, GraphNode hint, out GraphHitInfo hit, List< GraphNode > trace)
Member
GridGraph.SetNodeConnection
(int index, int x, int z, int dir, bool value)
Member
GridGraph.SnappedLinecast
(Vector3 a, Vector3 b, GraphNode hint, out GraphHitInfo hit)
Member
Int2.Rotate
(Int2 v, int r)
Deprecated becuase it is not used by any part of the A*
Pathfinding
Project
Member
Int3.worldMagnitude
This property is deprecated. Use magnitude or cast to a Vector3
Member
NavGraph.DeserializeSettingsCompatibility
(GraphSerializationContext ctx)
This is deprecated now, but the deserialization code is kept to avoid loosing data when upgrading from older versions.
Member
NNInfo.clampedPosition
This field has been renamed to #position
Member
Path.recycled
Has been renamed to 'pooled' to use more widely underestood terminology
Member
Path.ReleaseSilent
(System.Object o)
Use Release(o, true) instead
Class
PathPool< T >
Generic version is now obsolete to trade an extremely tiny performance decrease for a large decrease in boilerplate for Path classes
Member
Polygon.ClosestPointOnTriangle
(Vector3[] triangle, Vector3 point)
Scheduled for removal since it is not used by any part of the A*
Pathfinding
Project
Member
Polygon.ConvexHull
(Vector3[] points)
Use ConvexHullXZ instead
Member
Polygon.DistanceSegmentSegment3D
(Vector3 s1, Vector3 e1, Vector3 s2, Vector3 e2)
Use VectorMath.SqrDistanceSegmentSegment instead
Member
Polygon.IntersectionFactor
(Int3 start1, Int3 end1, Int3 start2, Int3 end2, out float factor1, out float factor2)
Use VectorMath.LineIntersectionFactorXZ instead
Member
Polygon.IntersectionFactor
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)
Use VectorMath.LineIntersectionFactorXZ instead
Member
Polygon.IntersectionFactor
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out float factor1, out float factor2)
Use VectorMath.LineIntersectionFactorXZ instead
Member
Polygon.IntersectionFactorRay
(Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Use VectorMath.LineRayIntersectionFactorXZ instead
Member
Polygon.IntersectionFactorRaySegment
(Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Use VectorMath.RaySegmentIntersectXZ instead
Member
Polygon.IntersectionPoint
(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2, out bool intersects)
Use VectorMath.LineIntersectionPoint instead
Member
Polygon.IntersectionPoint
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)
Use VectorMath.LineIntersectionPointXZ instead
Member
Polygon.IntersectionPoint
(Vector2 start1, Vector2 end1, Vector2 start2, Vector2 end2)
Use VectorMath.LineIntersectionPoint instead
Member
Polygon.IntersectionPoint
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects)
Use VectorMath.LineIntersectionPointXZ instead
Member
Polygon.IntersectionPointOptimized
(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2)
Use VectorMath.LineDirIntersectionPointXZ instead
Member
Polygon.IntersectionPointOptimized
(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, out bool intersects)
Use VectorMath.LineDirIntersectionPointXZ instead
Member
Polygon.Intersects
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)
Use VectorMath.SegmentsIntersectXZ instead
Member
Polygon.Intersects
(Int2 start1, Int2 end1, Int2 start2, Int2 end2)
Use VectorMath.SegmentsIntersect instead
Member
Polygon.Intersects
(Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Use VectorMath.SegmentsIntersectXZ instead
Member
Polygon.IsClockwise
(Vector3 a, Vector3 b, Vector3 c)
Use VectorMath.IsClockwiseXZ instead
Member
Polygon.IsClockwise
(Int3 a, Int3 b, Int3 c)
Use VectorMath.IsClockwiseXZ instead
Member
Polygon.IsClockwiseMargin
(Int2 a, Int2 b, Int2 c)
Use VectorMath.IsClockwiseOrColinear instead
Member
Polygon.IsClockwiseMargin
(Vector3 a, Vector3 b, Vector3 c)
Use VectorMath.IsClockwiseMarginXZ instead
Member
Polygon.IsClockwiseMargin
(Int3 a, Int3 b, Int3 c)
Use VectorMath.IsClockwiseOrColinearXZ instead
Member
Polygon.IsColinear
(Vector3 a, Vector3 b, Vector3 c)
Use VectorMath.IsColinearXZ instead
Member
Polygon.IsColinear
(Int3 a, Int3 b, Int3 c)
Use VectorMath.IsColinearXZ instead
Member
Polygon.IsColinearAlmost
(Int3 a, Int3 b, Int3 c)
Use VectorMath.IsColinearAlmostXZ instead
Member
Polygon.Left
(Vector3 a, Vector3 b, Vector3 p)
Use VectorMath.RightOrColinearXZ instead. Note that it now uses a left handed coordinate system (same as Unity)
Member
Polygon.Left
(Vector2 a, Vector2 b, Vector2 p)
Use VectorMath.RightOrColinear instead. Note that it now uses a left handed coordinate system (same as Unity)
Member
Polygon.Left
(Int3 a, Int3 b, Int3 p)
Use VectorMath.RightOrColinearXZ instead. Note that it now uses a left handed coordinate system (same as Unity)
Member
Polygon.Left
(Int2 a, Int2 b, Int2 p)
Use VectorMath.RightOrColinear instead. Note that it now uses a left handed coordinate system (same as Unity)
Member
Polygon.LeftNotColinear
(Vector3 a, Vector3 b, Vector3 p)
Use VectorMath.RightXZ instead. Note that it now uses a left handed coordinate system (same as Unity)
Member
Polygon.LeftNotColinear
(Int3 a, Int3 b, Int3 p)
Use VectorMath.RightXZ instead. Note that it now uses a left handed coordinate system (same as Unity)
Member
Polygon.LineIntersectsBounds
(Bounds bounds, Vector3 a, Vector3 b)
Use VectorMath.SegmentIntersectsBounds instead
Member
Polygon.SegmentIntersectionPoint
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out bool intersects)
Use VectorMath.SegmentIntersectionPointXZ instead
Class
TagMask
This class is being phased out
Member
TileHandler.GetTileType
(int index)
Member
TileHandler.GetTileTypeCount
()
Generated on Thu Aug 4 2016 21:28:34 for A* Pathfinding Project by
1.8.2