A* Pathfinding Project  3.8.5
The A* Pathfinding Project for Unity 3D
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Todo List
Member AIPath.CalculateTargetPoint (Vector3 p, Vector3 a, Vector3 b)
This function uses .magnitude quite a lot, can it be optimized?
Class AstarDebugger
Add field showing how many graph updates are being done right now
Member AstarPath.showSearchTree
Add a showOnlyLastPath flag to indicate whether to draw every node or only the ones visited by the latest path.
Member GraphModifier.OnPostScan ()
Is this still relevant? A call to FindAllModifiers should have before this method is called so the above warning is probably not relevant anymore.
Member GraphModifier.OnPreScan ()
Is this still relevant? A call to FindAllModifiers should have before this method is called so the above warning is probably not relevant anymore.
Member GraphNode.RecalculateConnectionCosts ()
Use interface?
Member GridGraph.CalculateConnections (GridNode node)
Test this function, should work ok, but you never know
Class LockFreeStack
Add SINGLE_THREAD_OPTIMIZE define
Member NavGraph.active
Make it safe to use at all times
Member Polygon.IntersectionFactorRaySegment (Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Double check that this actually works
Class RVONavmesh
Support for grid based graphs will be added in future versions
Class SimpleSmoothModifier
Make the smooth modifier take the world geometry into account when smoothing
Member VectorMath.RaySegmentIntersectXZ (Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Double check that this actually works
Member VectorMath.SqrDistancePointSegmentApproximate (Int3 a, Int3 b, Int3 p)
Is this actually approximate? It looks exact.
Member VectorMath.SqrDistancePointSegmentApproximate (int x, int z, int px, int pz, int qx, int qz)
Is this actually approximate? It looks exact.
Member Voxelize.ErodeVoxels (int radius)
Complete the ErodeVoxels function translation
Member Voxelize.MaxRegions
: Check up on this variable