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Question by toniron95 · Jan 03, 2015 at 11:01 AM · c#pathfindingastarnode

A* Algorithm Node Grid Generation

Hello there! Recently I have tried implementing A* algorithm and I got stuck right at the beginning. I tried to make grid by simply creating multiple instances of GameObject "Node" which had Node script attached to it. Problem with that was when I would instantiante I couldn't really modify content of Node script. Other soulution would be maybe to not instantiate objects but just to make grid with arrays but I am not sure how would I detect if node is walkable or not by that way. Sorry for my english its not my first language. I will post code so you can understand me easier.

Node.cs

AStar.cs

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Answer by Scribe · Jan 03, 2015 at 12:24 PM

I would certainly go the 2D array route, you could create a new class which alows you to save position, walkable, weight? (for how long it takes to walk over) ect and make a 2D array of that class, then you could raycast from the position + 100 for example straight downwards, if you hit your terrain then set the walkable boolean to true, if you hit an 'obstacle' then set walkable to false.

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Answer by stuart6854 · Jan 03, 2015 at 12:35 PM

Might i recommend this amazing tutorial series: https://www.youtube.com/playlist?list=PLFt_AvWsXl0cq5Umv3pMC9SPnKjfp9eGW

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