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 ()