3 years ago

Testing different pathfinding options+ Some advice on Plugin use on #Unity

Initially I tried to use Unity's own system, but that didn't work out with a grid-based game.
Eventually I went with something based on A* and Code Monkey's grid system (...)


Initially I tried using h8man's navmeshPlus so I could use Unity's system. Seems good for non-grid based games, but my agent's didnt like it very much:

Not to mention all my entities are controlled like player characters, with actual input, so I need more "indirect" control from the pathfinding.

So I went for the good old A* algorythm using Code Monkey's tutorial as a base

I wrote a new code based on the original and more suited to my own needs. It's not usually a good idea to just jam code made for another game into yours without properly preparing it.

Now I actually want to make this grid system (which I named LogicGrid in mine) to work **WITH** Unity's preexisting grid system so I won't have 2 different systems competing with each other.

On plugins:
be careful with plugins. They're great to get things started, but it's very easy for Unity projects to become bloated masses of plugins that can barely run and become an absolute nightmare to mantain.
If you use a plugin, be very careful to only use it as needed and remove it from the project if it's not required anymore.

Also, and that is really important: AVOID DIRECTLY MODIFYING PLUGIN CLASSES. It's going to absolutely destroy your game if you ever want to update said plugin.
If you **Need** to change the plugin, prefer extending it's classes and working on top of them.

(that is not a rule, though. Nothing is. There will be situations where that is indeed your best option)

But if you reach a point where you're fighting against the plugin that was supposed to help you in the first place, maybe it's time to look for another solution.

Now I need to actually wire this pathfinding into some AI.
I won't need anything super complex so I'm thinking a basic state machine should suffice

Didn't intent to write out another #devlog right now but I guess I started ranting. oops.



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