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Question by Fred_Hicks · Jun 02, 2015 at 10:44 AM · c#2daipathfinding

A* pathfinding for 2D top Down

So I have begun creating a 2D top down shooter and started to implement an A* AI approach. I have been reading "Unity 4.x Game AI Programming" and got their A* algorithm working correctly but the book stops once you get a Debug.DrawLine to show the path, it does not go into moving the character to each node. I was wondering if anyone could help me figure t$$anonymous$$s out. I could post parts of code if anyone wants, but I t$$anonymous$$nk it is a very standard simple A* pathfinding algorithm. I am moving my characters right now using transform.Translate and have a method for rotating the sprite correctly. Just curious if there is a good way to go about t$$anonymous$$s that I'm not aware of. I hope I'm not asking a question that has been asked a million times, I couldn't find an answer is the only reason I'm using Unity Answers. Thanks!

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Answer by LaneFox · Jun 02, 2015 at 01:25 PM

 Vector3 directionWeShouldGo = (targetPosition - transform.position).normalized;
 
 transform.Translate(directionWeShouldGo * Time.deltaTime);

The direction can be established with simple a - b normalized where a and b are the target position and the current position then normalized to form a direction. Just feed that into transform.Translate and voila.

Or...

You can look down the path with Quaternion.LookRotation() or transform.LookAt(targetPosition); http://docs.unity3d.com/ScriptReference/Quaternion.LookRotation.html

Then you can simply do ...

transform.Translate(Vector3.forward * Time.deltaTime);

...until you reach the destination.

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avatar image Fred_Hicks · Jun 02, 2015 at 03:09 PM 0
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avatar image LaneFox · Jun 02, 2015 at 03:16 PM 0
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avatar image Fred_Hicks · Jun 02, 2015 at 08:01 PM 0
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avatar image LaneFox · Jun 02, 2015 at 08:12 PM 1
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avatar image Fred_Hicks · Jun 02, 2015 at 08:14 PM 0
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avatar image MarcosDorgado1928 Fred_Hicks · May 30, 2016 at 12:55 AM 0
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