A* Pathfinding Project  4.1.1
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AIPath Class Reference

AI for following paths. More...

Detailed Description

AI for following paths.

This AI is the default movement script which comes with the A* Pathfinding Project. It is in no way required by the rest of the system, so feel free to write your own. But I hope this script will make it easier to set up movement for the characters in your game. This script works well for many types of units, but if you need the highest performance (for example if you are moving hundreds of characters) you may want to customize this script or write a custom movement script to be able to optimize it specifically for your game.

This script will try to follow a target transform. At regular intervals, the path to that target will be recalculated. It will in the Update method try to move towards the next point in the path. However it will only move in roughly forward direction (Z+ axis) of the character, but it will rotate around it's Y-axis to make it possible to reach the destination.

Quick overview of the variables

In the inspector in Unity, you will see a bunch of variables. You can view detailed information further down, but here's a quick overview.
The repathRate determines how often it will search for new paths, if you have fast moving targets, you might want to set it to a lower value.
The target variable is where the AI will try to move, it can be a point on the ground where the player has clicked in an RTS for example. Or it can be the player object in a zombie game.
The speed is self-explanatory, so is rotationSpeed, however slowdownDistance might require some explanation. It is the approximate distance from the target where the AI will start to slow down.
pickNextWaypointDist is simply determines within what range it will switch to target the next waypoint in the path.

Below is an image illustrating several variables as well as some internal ones, but which are relevant for understanding how it works.

Note
The image is slightly outdated, replace forwardLook with pickNextWaypointDist in the image and ignore the circle for pickNextWaypointDist.
This script has many movement fallbacks. If it finds an RVOController attached to the same GameObject as this component, it will use that. If it fins a character controller it will also use that. Lastly if will fall back to simply modifying Transform.position which is guaranteed to always work and is also the most performant option.

Public Member Functions

Vector3 CalculateVelocity (Vector3 position)
 Current desired velocity of the agent (excluding physics and local avoidance but it includes gravity).
 
override void OnPathComplete (Path newPath)
 Called when a requested path has been calculated.
 
virtual void OnTargetReached ()
 The end of the path has been reached.
 
override void Teleport (Vector3 newPosition, bool clearPath=true)
 Instantly move the agent to a new position.
 
- Public Member Functions inherited from AIBase
virtual Vector3 GetFeetPosition ()
 Position of the base of the character.
 
void MovementUpdate (float deltaTime, bool useGravity)
 Calculate all movement for a single movement step and move the character.
 
virtual void SearchPath ()
 Recalculate the current path.
 
- Public Member Functions inherited from IAstarAIMovement
Vector3 ClampToNavmesh (Vector3 position, out bool positionChanged)
 Clamps the agent's position to the navmesh.
 
void Move (Vector3 position, Vector3 deltaPosition)
 Move the agent.
 
void RotateTowards (Vector3 direction, float maxDegrees)
 Rotates towards the specified direction.
 
void UpdateVelocity (Vector3 position)
 To be called after all movement is done with the position of the agent.
 
- Public Member Functions inherited from IAstarAI
void MovementUpdate (float deltaTime, bool useGravity)
 Calculate all movement for a single movement step and move the agent.
 
void SearchPath ()
 Recalculate the current path.
 
void Teleport (Vector3 newPosition, bool clearPath=true)
 Instantly move the agent to a new position.
 

Public Attributes

bool alwaysDrawGizmos
 Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified.
 
float endReachedDistance = 0.2F
 Distance to the end point to consider the end of path to be reached.
 
float pickNextWaypointDist = 2
 Determines within what range it will switch to target the next waypoint in the path.
 
float rotationSpeed = 360
 Rotation speed.
 
float slowdownDistance = 0.6F
 Distance from the target point where the AI will start to slow down.
 
bool slowWhenNotFacingTarget = true
 Slow down when not facing the target direction.
 
CloseToDestinationMode whenCloseToDestination = CloseToDestinationMode.Stop
 What to do when within endReachedDistance units from the destination.
 
- Public Attributes inherited from AIBase
bool canMove = true
 Enables or disables movement completely.
 
bool canSearch = true
 Enables or disables recalculating the path at regular intervals.
 
float centerOffset = 1
 Offset along the Y coordinate for the ground raycast start position.
 
Vector3 gravity = new Vector3(float.NaN, float.NaN, float.NaN)
 Gravity to use.
 
LayerMask groundMask = -1
 Layer mask to use for ground placement.
 
float maxSpeed = 1
 Max speed in world units per second.
 
IMovementPlane movementPlane = GraphTransform.identityTransform
 Plane which this agent is moving in.
 
float repathRate = 0.5f
 Determines how often the agent will search for new paths (in seconds).
 
bool rotationIn2D = false
 If true, the forward axis of the character will be along the Y axis instead of the Z axis.
 
bool updatePosition = true
 Determines if the character should move or if just the desired velocities should be calculated.
 
bool updateRotation = true
 Determines if the character should rotate automatically.
 

Protected Member Functions

override void MovementUpdateInternal (float deltaTime)
 Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not.
 
override void OnDisable ()
 
override int OnUpgradeSerializedData (int version, bool unityThread)
 Handle serialization backwards compatibility.
 
- Protected Member Functions inherited from AIBase
 AIBase ()
 
void ApplyGravity (float deltaTime)
 Accelerates the agent downwards.
 
override void Awake ()
 Initializes reference variables.
 
Vector2 CalculateDeltaToMoveThisFrame (Vector2 position, float distanceToEndOfPath, float deltaTime)
 Calculates how far to move during a single frame.
 
virtual void CalculatePathRequestEndpoints (out Vector3 start, out Vector3 end)
 Outputs the start point and end point of the next automatic path request.
 
void CancelCurrentPathRequest ()
 
virtual void FixedUpdate ()
 Called every physics update.
 
virtual void OnDrawGizmos ()
 
virtual void OnEnable ()
 Called when the component is enabled.
 
Vector3 RaycastPosition (Vector3 position, float lastElevation)
 Checks if the character is grounded and prevents ground penetration.
 
IEnumerator RepeatTrySearchPath ()
 Tries to search for a path every repathRate seconds.
 
virtual void RotateTowards (Vector2 direction, float maxDegrees)
 Rotates towards the specified direction.
 
virtual void Start ()
 Starts searching for paths.
 
virtual void Update ()
 Called every frame.
 
void UpdateVelocity (Vector3 position)
 

Protected Attributes

PathInterpolator interpolator = new PathInterpolator()
 Helper which calculates points along the current path.
 
Path path
 Current path which is followed.
 
- Protected Attributes inherited from AIBase
CharacterController controller
 Cached CharacterController component.
 
Vector3 lastDeltaPosition
 Amount which the character wants or tried to move with during the last frame.
 
float lastDeltaTime
 Delta time used for movement during the last frame.
 
float lastRepath = float.NegativeInfinity
 Time when the last path request was started.
 
Vector3 prevPosition1
 Position of the character at the end of the last frame.
 
Vector3 prevPosition2
 Position of the character at the end of the frame before the last frame.
 
Rigidbody rigid
 Cached Rigidbody component.
 
Rigidbody2D rigid2D
 Cached Rigidbody component.
 
RVOController rvoController
 Cached RVOController component.
 
Seeker seeker
 Cached Seeker component.
 
Transform tr
 Cached Transform component.
 
Vector2 velocity2D
 Current desired velocity of the agent (does not include local avoidance and physics).
 
float verticalVelocity
 Velocity due to gravity.
 
bool waitingForPathCalculation = false
 Only when the previous path has been calculated should the script consider searching for a new path.
 

Properties

bool IAstarAI. canMove [get, set]
 Enables or disables movement completely.
 
bool IAstarAI. canSearch [get, set]
 Enables or disables recalculating the path at regular intervals.
 
bool hasPath [get]
 True if this agent currently has a path that it follows.
 
float IAstarAI. maxSpeed [get, set]
 Max speed in world units per second.
 
bool pathPending [get]
 True if a path is currently being calculated.
 
Vector3 IAstarAI. position [get]
 Position of the agent.
 
float remainingDistance [get]
 Remaining distance along the current path to the destination.
 
float speed [get, set]
 Maximum speed in world units per second.
 
Vector3 steeringTarget [get]
 Point on the path which the agent is currently moving towards.
 
Vector3 targetDirection [get]
 Direction that the agent wants to move in (excluding physics and local avoidance).
 
bool TargetReached [get]
 True if the end of the path has been reached.
 
bool targetReached [get, set]
 True if the agent has reached the end of the current path.
 
float turningSpeed [get, set]
 Rotation speed.
 
- Properties inherited from AIBase
Vector3 desiredVelocity [get]
 Velocity that this agent wants to move with.
 
Vector3 destination [get, set]
 Position in the world that this agent should move to.
 
bool isStopped [get, set]
 Gets or sets if the agent should stop moving.
 
System.Action onSearchPath [get, set]
 
virtual bool shouldRecalculatePath [get]
 True if the path should be automatically recalculated as soon as possible.
 
Transform target [get, set]
 Target to move towards.
 
bool usingGravity [get, set]
 Indicates if gravity is used during this frame.
 
Vector3 velocity [get]
 Actual velocity that the agent is moving with.
 

Private Member Functions

Vector3 IAstarAIMovement. ClampToNavmesh (Vector3 position, out bool positionChanged)
 Clamps the agent's position to the navmesh.
 
void IAstarAIMovement. Move (Vector3 position, Vector3 deltaPosition)
 Move the agent.
 
void IAstarAIMovement. RotateTowards (Vector3 direction, float maxDegrees)
 Rotates towards the specified direction.
 
void IAstarAIMovement. UpdateVelocity (Vector3 position)
 To be called after all movement is done with the position of the agent.
 

Additional Inherited Members

- Static Protected Attributes inherited from AIBase
static readonly Color GizmoColorRaycast = new Color(118.0f/255, 206.0f/255, 112.0f/255)
 

Member Function Documentation

Vector3 CalculateVelocity ( Vector3  position)

Current desired velocity of the agent (excluding physics and local avoidance but it includes gravity).

Deprecated:
This method no longer calculates the velocity. Use the desiredVelocity property instead.
Vector3 IAstarAIMovement. ClampToNavmesh ( Vector3  position,
out bool  positionChanged 
)
privatevirtual

Clamps the agent's position to the navmesh.

Parameters
positionPosition of the agent.
positionChangedTrue if the agent's position had to be modified.
Returns
New position of the agent that has been clamped to the navmesh.
Note
This will not update the position of the agent's Transform component. It is assumed that the caller will do that later.

Reimplemented from AIBase.

void IAstarAIMovement. Move ( Vector3  position,
Vector3  deltaPosition 
)
privatevirtual

Move the agent.

Parameters
positionPosition of the agent.
deltaPositionDirection and distance to move the agent in world space.

Reimplemented from AIBase.

override void MovementUpdateInternal ( float  deltaTime)
protectedvirtual

Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not.

Implements AIBase.

override void OnDisable ( )
protectedvirtual

Reimplemented from AIBase.

override void OnPathComplete ( Path  newPath)
virtual

Called when a requested path has been calculated.

A path is first requested by #UpdatePath, it is then calculated, probably in the same or the next frame. Finally it is returned to the seeker which forwards it to this function.

Implements AIBase.

Reimplemented in LegacyAIPath.

virtual void OnTargetReached ( )
virtual

The end of the path has been reached.

If you want custom logic for when the AI has reached it's destination add it here. You can also create a new script which inherits from this one and override the function in that script.

This method will be called again if a new path is calculated as the destination may have changed. So when the agent is close to the destination this method will typically be called every repathRate seconds.

Reimplemented in MineBotAI.

override int OnUpgradeSerializedData ( int  version,
bool  unityThread 
)
protectedvirtual

Handle serialization backwards compatibility.

Reimplemented from AIBase.

void IAstarAIMovement. RotateTowards ( Vector3  direction,
float  maxDegrees 
)
private

Rotates towards the specified direction.

Parameters
directionDirection rotate towards.
maxDegreesMaximum number of degrees to rotate this frame.

override void Teleport ( Vector3  newPosition,
bool  clearPath = true 
)
virtual

Instantly move the agent to a new position.

This will trigger a path recalculation (if clearPath is true, which is the default) so if you want to teleport the agent and change its destination it is recommended that you set the destination before calling this method.The current path will be cleared by default.

See Also
Works similarly to Unity's NavmeshAgent.Warp.
SearchPath

Reimplemented from AIBase.

void IAstarAIMovement. UpdateVelocity ( Vector3  position)
private

To be called after all movement is done with the position of the agent.

Parameters
positionCurrent position of the agent (as a parameter mostly for performance reasons as reading from transform.position can be slow).

You have to call this if you are handling movement manually to make sure e.g the velocity field is up to date.This is automatically called by the Move method, so if you are using that method this should not be called.

Member Data Documentation

bool alwaysDrawGizmos

Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified.

float endReachedDistance = 0.2F

Distance to the end point to consider the end of path to be reached.

When the end is within this distance then OnTargetReached will be called and TargetReached will return true.

PathInterpolator interpolator = new PathInterpolator()
protected

Helper which calculates points along the current path.

Path path
protected

Current path which is followed.

float pickNextWaypointDist = 2

Determines within what range it will switch to target the next waypoint in the path.

float rotationSpeed = 360

Rotation speed.

Rotation is calculated using Quaternion.RotateTowards. This variable represents the rotation speed in degrees per second. The higher it is, the faster the character will be able to rotate.

float slowdownDistance = 0.6F

Distance from the target point where the AI will start to slow down.

Note that this doesn't only affect the end point of the path but also any intermediate points, so be sure to set pickNextWaypointDist to a higher value than this

bool slowWhenNotFacingTarget = true

Slow down when not facing the target direction.

Incurs at a small performance overhead.

CloseToDestinationMode whenCloseToDestination = CloseToDestinationMode.Stop

What to do when within endReachedDistance units from the destination.

The character can either stop immediately when it comes within that distance, which is useful for e.g archers or other ranged units that want to fire on a target. Or the character can continue to try to reach the exact destination point and come to a full stop there. This is useful if you want the character to reach the exact point that you specified.

Note that targetReached will become true when the character is within endReachedDistance units from the destination regardless of what this field is set to.

Property Documentation

bool IAstarAI. canMove
getsetprivate

Enables or disables movement completely.

If you want the agent to stand still, but still react to local avoidance and use gravity. Use isStopped instead.

See Also
canSearch
isStopped

bool IAstarAI. canSearch
getsetprivate

Enables or disables recalculating the path at regular intervals.

Setting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.Note that this only disables automatic path recalculations. If you call the SearchPath() method a path will still be calculated.

See Also
canMove
isStopped

bool hasPath
get

True if this agent currently has a path that it follows.

float IAstarAI. maxSpeed
getsetprivate

Max speed in world units per second.

bool pathPending
get

True if a path is currently being calculated.

Vector3 IAstarAI. position
getprivate

Position of the agent.

In world space.

See Also
Teleport

float remainingDistance
get

Remaining distance along the current path to the destination.

For the RichAI movement script this may not always be precisely known, especially when far away from the destination. In those cases an approximate distance will be returned.If the agent does not currently have a path, then positive infinity will be returned.

float speed
getset

Maximum speed in world units per second.

Deprecated:
Use maxSpeed instead
Vector3 steeringTarget
get

Point on the path which the agent is currently moving towards.

This is usually a point a small distance ahead of the agent or the end of the path.If the agent does not have a path at the moment, then the agent's current position will be returned.

Vector3 targetDirection
get

Direction that the agent wants to move in (excluding physics and local avoidance).

Deprecated:
Only exists for compatibility reasons. Use desiredVelocity or steeringTarget instead instead.
bool TargetReached
get

True if the end of the path has been reached.

Deprecated:
When unifying the interfaces for different movement scripts, this property has been renamed to targetReached (lowercase t)
bool targetReached
getset

True if the agent has reached the end of the current path.

float turningSpeed
getset

Rotation speed.

Deprecated:
This field has been renamed to rotationSpeed and is now in degrees per second instead of a damping factor.

The documentation for this class was generated from the following files: