Using a BFS to generate the valid positions for the move actions
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3
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323
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May 26, 2024
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How to remove Soft Red from unreachable areas?
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5
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334
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May 12, 2024
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Shooting Units at Corners
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6
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394
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May 4, 2024
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Major Stutter When Moving After Adding HasPath()
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3
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452
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March 24, 2024
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IndexOutOfRangeExeption: Index was outside the bounds of the array
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11
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554
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March 13, 2024
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Why call HasPath and GetPathLength?
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5
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761
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December 2, 2023
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My Move Action got broken by the pathLength check in MoveAction.cs
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9
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1037
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September 22, 2023
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Caching Paths
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6
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1906
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July 20, 2023
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Anyone using A* Pathfinding Project?
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5
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1420
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July 13, 2023
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Pathfinding make unit go diagonal instead of straight on the z axis
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3
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1629
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June 6, 2023
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Move action not working with pathfinding
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23
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2160
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April 28, 2023
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Great course!
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0
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1756
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March 6, 2023
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Issue with shoot action checks - did I miss something?
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4
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1951
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February 20, 2023
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Enemy units still trying to walk through walls
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5
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2080
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February 16, 2023
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GetValidGridPositions() performance using pathfinding
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8
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2227
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February 6, 2023
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More Aggressive Enemy
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2
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2094
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February 6, 2023
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Another way to test if shoot is possible?
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6
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2302
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February 2, 2023
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Error IndexOutOfRangeExeption: Index was outside of the array
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9
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2371
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January 26, 2023
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Shoot action grid visuals flashing
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5
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2411
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December 15, 2022
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Smooth Rotation Quaternion - Pathfinding Update
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1
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2732
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November 15, 2022
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Issue with default position being assumed as 0,0,
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3
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2707
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November 4, 2022
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Very slow after adding HasPath() to Move action
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5
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3000
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November 3, 2022
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Null reference error when enemy unit dies
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13
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3472
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October 22, 2022
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Index Out of Range Error
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4
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2845
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October 21, 2022
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First enemy Action is to spin
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3
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2991
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October 3, 2022
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Pathfinding
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5
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3381
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August 11, 2022
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I added a 'Pass' action
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2
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3239
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August 10, 2022
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Enemy behaviour when more than 1 move away from target
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3
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3639
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August 9, 2022
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Unstated game logic change?
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2
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3632
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July 19, 2022
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Race condition with the unit referenced in the editor on UnitActionSystem
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2
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3678
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July 5, 2022
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