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Question by barzoon · May 03, 2011 at 07:26 PM · raycastpathfindingpathraypath-finding

Raycast pathfinder nodes

Hey

I'm doing some a* grid pathfinding and at each new node I check if I have direct line to the destination using raycasting, so I don't have to keep pathfinding if not neccessary.

this is the code:

int layerMask = 1 << 9;

 if (!Physics.Raycast(new Vector3(curPathNode.Position.x, 0.1f, curPathNode.Position.z),
 new Vector3(dest.x, 0.1f, dest.z), Vector3.Distance(curPathNode.Position, dest), layerMask))

{ //finish pathfinding, found a direct path from curPathNode to dest }

9 is the layer number I use for my wall (wall is made out of 6 planes) curPathNode is the current visited node, dest is the final destination, I rise them by 0.1f because they have a height of zero

I'm getting this (using gizmo draw lines on my path nodes and path lines): http://img687.imageshack.us/f/unledtr.png/

it does actually ignore a direct line for a while, but it goes through a wall at some point :(

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avatar image Meltdown · May 03, 2011 at 07:30 PM 0
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Please wrap your code in a code block, the 1010101 icon in the text editor. People aren't going to read your code if its not readable :p

avatar image barzoon · May 04, 2011 at 08:47 AM 0
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done :) should be more readable now.

avatar image barzoon · May 04, 2011 at 11:42 AM 0
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nobody got any ideas? or maybe there is an easier way to cut the path calc. short when you have direct sight of your target from a node?

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Answer by barzoon · May 10, 2011 at 02:09 PM

raycasting call is bad. second parameter is the direction not the second point.

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