Class ProceduralGridMover Extends VersionedMonoBehaviour

Public

Moves a grid graph to follow a target.

Attach this to some object in the scene and assign the target to e.g the player. Then the graph will follow that object around as it moves.

This is useful if pathfinding is only necessary in a small region around an object (for example the player). It makes it possible to have vast open worlds (maybe procedurally generated) and still be able to use pathfinding on them.

When the graph is moved you may notice an fps drop. If this grows too large you can try a few things:

  • Reduce the updateDistance. This will make the updates smaller but more frequent. This only works to some degree however since an update has an inherent overhead.

  • Reduce the grid size.

  • Turn on multithreading (A* Inspector -> Settings)

  • Disable the #floodFill field. However note the restrictions on when this can be done.

  • Disable Height Testing or Collision Testing in the grid graph. This can give a performance boost since fewer calls to the physics engine need to be done.

  • Avoid using any erosion in the grid graph settings. This is relatively slow.

Make sure you have 'Show Graphs' disabled in the A* inspector since gizmos in the scene view can take some time to update when the graph moves and thus make it seem like this script is slower than it actually is.

See

Take a look at the example scene called "Procedural" for an example of how to use this script

Note

This class does not support the erosion setting on grid graphs. You can instead try to increase the 'diameter' setting under the Grid Graph Settings -> Collision Testing header to achieve a similar effect. However even if it did support erosion you would most likely not want to use it with this script since erosion would increase the number of nodes that had to be updated when the graph moved by a large amount.

Version

Since 3.6.8 this class can handle graph rotation other options such as isometric angle and aspect ratio.

After 3.6.8 this class can also handle layered grid graphs.

Public Methods

UpdateGraph ()

Updates the graph asynchronously.

Public

Public Variables

target

Graph will be moved to follow this target.

Public
updateDistance

Graph will be updated if the target is more than this number of nodes from the graph center.

Public
updatingGraph

True while the graph is being updated by this script.

Public

Private/Protected Members

Awake ()
Protected
buffer

Temporary buffer.

Private
graph

Grid graph to update.

Private
OnUpgradeSerializedData (version, unityThread)

Handle serialization backwards compatibility.

Protected
PointToGraphSpace (p)

Transforms a point from world space to graph space.

Private
Reset ()

Handle serialization backwards compatibility.

Protected
Start ()
Private
Update ()

Update is called once per frame.

Private
UpdateGraphCoroutine ()

Async method for moving the graph.

Private