A* Pathfinding Project
4.0.0
The A* Pathfinding Project for Unity 3D
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Deprecated List
Member
AIPath.turningSpeed
This field has been renamed to #rotationSpeed and is now in degrees per second instead of a damping factor.
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.astarData
The 'astarData' field has been renamed to 'data'
Member
AstarPath.BlockUntilPathQueueBlocked
()
Use #PausePathfinding instead. Make sure to call Release on the returned lock.
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.FlushThreadSafeCallbacks
()
Use #FlushWorkItems instead
Member
AstarPath.FlushWorkItems
(bool unblockOnComplete, bool block)
Use #FlushWorkItems() instead.
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.RegisterSafeUpdate
(System.Action callback)
Use #AddWorkItem(System.Action) instead. Note the slight change in behavior (mentioned above).
Member
AstarPath.ScanLoop
(OnScanStatus statusCallback)
Use #Scan or #ScanAsync instead
Member
AstarPath.WaitForPath
(Path p)
This method has been renamed to #BlockUntilCalculated.
Member
AstarSerializer.SerializeNodes
()
Not used anymore
Class
ExtraMesh
Use RasterizationMesh instead
Member
GraphUpdateScene.LockToY
()
The Y coordinate is no longer important. Use the position of the object instead.
Member
GraphUpdateScene.ToggleUseWorldSpace
()
World space can no longer be used as it does not work well with rotated graphs. Use transform.InverseTransformPoint to transform points to local space.
Member
GridGraph.CalculateConnections
(GridNode node)
Use the instance function 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.CalculateConnections
(int x, int z, GridNode node)
Use CalculateConnections(x,z) or CalculateConnections(node) instead
Member
GridGraph.GenerateMatrix
()
This method has been renamed to UpdateTransform
Member
GridGraph.GetNodesInArea
(Bounds bounds)
This method has been renamed to GetNodesInRegion
Member
GridGraph.GetNodesInArea
(GraphUpdateShape shape)
This method has been renamed to GetNodesInRegion
Member
GridGraph.GetNodesInArea
(Bounds bounds, GraphUpdateShape shape)
This method has been renamed to GetNodesInRegion
Member
GridGraph.Linecast
(Vector3 from, Vector3 to, 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 from, Vector3 to, GraphNode hint, out GraphHitInfo hit)
Member
GridGraph.UpdateNodePositionCollision
(GridNode node, int x, int z, bool resetPenalty=true)
Use RecalculateCell instead which works both for grid graphs and layered grid graphs.
Member
GridGraph.UpdateSizeFromWidthDepth
()
Use SetDimensions instead
Member
GridNode.GetConnectionInternal
(int dir)
Use HasConnectionInDirection
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
LayerGridGraph.CalculateConnections
(LevelGridNode[] nodes, LevelGridNode node, int x, int z, int layerIndex)
CalculateConnections no longer takes a node array, it just uses the one on the graph
Member
LayerGridGraph.CalculateConnections
(int x, int z, int layerIndex, LevelGridNode node)
Use CalculateConnections(x,z,layerIndex) or CalculateConnections(node) instead
Member
LayerGridGraph.CheckConnection
(LevelGridNode node, int dir)
Use node.GetConnection instead
Class
LegacyAIPath
Use the
AIPath
class instead. This class only exists for compatibility reasons.
Class
LegacyRichAI
Use the RichAI class instead. This class only exists for compatibility reasons.
Class
LegacyRVOController
Use the RVOController class instead. This class only exists for compatibility reasons.
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
NavGraph.inverseMatrix
Use the transform field (only available on some graph types) instead
Member
NavGraph.matrix
Use the transform field (only available on some graph types) instead
Member
NavGraph.RelocateNodes
(Matrix4x4 oldMatrix, Matrix4x4 newMatrix)
Use RelocateNodes(Matrix4x4) instead. To keep the same behavior you can call RelocateNodes(newMatrix * oldMatrix.inverse).
Member
NavGraph.SetMatrix
(Matrix4x4 m)
Use the transform field (only available on some graph types) instead
Member
NNInfo.clampedPosition
This field has been renamed to #position
Member
Path.GetState
()
Use the
Pathfinding.Path.PipelineState
property instead
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
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2, out float factor1, out float factor2)
Use VectorMath.LineIntersectionFactorXZ 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.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
(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
(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, out bool intersects)
Use VectorMath.LineIntersectionPointXZ instead
Member
Polygon.IntersectionPointOptimized
(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2, out bool intersects)
Use VectorMath.LineDirIntersectionPointXZ instead
Member
Polygon.IntersectionPointOptimized
(Vector3 start1, Vector3 dir1, Vector3 start2, Vector3 dir2)
Use VectorMath.LineDirIntersectionPointXZ instead
Member
Polygon.Intersects
(Int3 start1, Int3 end1, Int3 start2, Int3 end2)
Use VectorMath.SegmentsIntersectXZ instead
Member
Polygon.Intersects
(Int2 start1, Int2 end1, Int2 start2, Int2 end2)
Use VectorMath.SegmentsIntersect instead
Member
Polygon.Intersects
(Vector3 start1, Vector3 end1, Vector3 start2, Vector3 end2)
Use VectorMath.SegmentsIntersectXZ instead
Member
Polygon.IsClockwise
(Int3 a, Int3 b, Int3 c)
Use VectorMath.IsClockwiseXZ instead
Member
Polygon.IsClockwise
(Vector3 a, Vector3 b, Vector3 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
(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.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.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.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.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
Member
RecastGraph.ClosestPointOnNode
(TriangleMeshNode node, Vector3 pos)
Use
Pathfinding.TriangleMeshNode.ClosestPointOnNode
instead
Member
RecastGraph.ContainsPoint
(TriangleMeshNode node, Vector3 pos)
Use
Pathfinding.TriangleMeshNode.ContainsPoint
instead
Member
RecastGraph.forcedBounds
Obsolete since this is not accurate when the graph is rotated (rotation was not supported when this property was created)
Member
RichAI.TargetPoint
This property has been renamed to #NextWaypoint
Member
RVOController.Teleport
(Vector3 pos)
Use transform.position instead, the RVOController can now handle that without any issues.
Member
Seeker.GetNewPath
(Vector3 start, Vector3 end)
Use ABPath.Construct(start, end, null) instead.
Member
Simulator.AddAgent
(Vector3 position)
Use AddAgent(Vector2,float) instead
Class
TagMask
This class is being phased out
Member
TileHandler.GetTileType
(int index)
Member
TileHandler.GetTileTypeCount
()
Generated on Mon Apr 10 2017 15:35:39 for A* Pathfinding Project by
1.8.2