Demos different path types.
More...
Demos different path types.
This script is an example script demoing a number of different path types included in the project. Since only the Pro version has access to many path types, it is only included in the pro version
- A* Pro Feature:
- This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited
The Pro version can be bought here
- See Also
- Pathfinding.ABPath
-
Pathfinding.MultiTargetPath
-
Pathfinding.ConstantPath
-
Pathfinding.FleePath
-
Pathfinding.RandomPath
-
Pathfinding.FloodPath
-
Pathfinding.FloodPathTracer
- Enumerator:
ABPath |
|
MultiTargetPath |
|
RandomPath |
|
FleePath |
|
ConstantPath |
|
FloodPath |
|
FloodPathTracer |
|
IEnumerator CalculateConstantPath |
( |
| ) |
|
Destroys all previous render objects.
void OnApplicationQuit |
( |
| ) |
|
|
private |
Clears renders on application quit.
void OnPathComplete |
( |
Path |
p | ) |
|
List<GameObject> lastRender = new List<GameObject>() |
|
private |
Material used for rendering paths.
List<Vector3> multipoints = new List<Vector3>() |
|
private |
Offset from the real path to where it is rendered.
Used to avoid z-fighting
Material used for rendering result of the ConstantPath.
The documentation for this class was generated from the following file:
- /Users/arong/Unity/a-pathfinding-project/Assets/AstarPathfindingProject/ExampleScenes/Example8_PathTypes/PathTypesDemo.cs