Grid-Based Movement With Pathfinding Tutorial: Part 3 - Range Finding and Path Display

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Welcome to part three of my tutorial series on Grid-Based Movement with Pathfinding. This part focuses on creating a range finder and displaying our path to the user before we begin moving.

#unity #tutorial #pathfinding
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Hi guys, this one is definitely the loosest tutorial of the three and I hope you get through it ok. Remember I'm available to answer ANY questions you might have. Some of this is pretty heavy and I tried to get through it as fast as possible so maybe it's not explained clearly enough. Let me know.

lawlessgames
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Thanks for posting these, took me a good amount of time to get through all of them but it really helped me out.

philipsheehan
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This tutorial was a great help to me when I was new to srpg production. Thank you so much. I will buy the assets.

파랑새-lb
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ABSOLUTELY wonderful tutorial series Lawless. Please do more on the tactics/isometric stuff :)

Rybonator
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Thanks for all the tutorial and the materials!!!

adri
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This is exactly what I was looking for, thank you so much for sharing your time and knowledge, this style of game isnt very documented so keep them coming! I wish you a lot of success in your projects.

MrWolftopusOriginal
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This channel is so underrated, it's almost criminal. Thank you very much! It helped me a ton with my own personal project!
Subscribed and can't wait for more content! :)

MaxBurnHeart
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Just found your channel, great 3 part series man. I am not doing a isometric game but it was very fascinating to learn how to do it. Thanks alot for the lesson!

MarcusTanzc
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Excellent tutorial, man. Super grateful to have a guiding hand to get a jump start on my own project.

JayOrs
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Thank you so much! This series was all I needed and was looking for to start a personal project. I'll be forever grateful, Alex

sauloferraz
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Hey mate, love your content. You are so helpful for the community and I really hope you continue the tutorial

shiroy
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28:45 I don't think you ever showed your character moving up the z-axis? Does that actually work with this code? In my opinion the most difficult part about 2D multi-layer isometric is having the character step up and down a layer without clipping and maintaining the draw order

Steviebanana
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Just wanted to mention if at 10:45 you run into issues with a missing statement in MouseController change
path = pathfinder.FindPath(character.activeTile, overlayTile); to path = pathfinder.FindPath(character.activeTile, overlayTile, inRangeTiles);
I followed step by step and didn't understand why it was red all of a sudden, guessing this was accidentally edited out but I got it to work :> Also guessing this gets changed further down the line in this video but just in case anyone needs this sorted before moving on to fixing the arrows!

naomiruokamo
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love the content !! underrated channel, waiting for part 3

erikgallegos
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there is a bug that when click character, the range can not display again
the problem is in private void MoveAlongPath(),
if (path.Count == 0)
{
GetInRangeTiles();
isMoving = false;
}
this can be changed and move to LateUpdate()
if (path.Count > 0 && isMoving)
{
MoveAlongPath();
}
if (path.Count == 0 && character != null)
{
GetInRangeTiles();
isMoving = false;
}

清寒顾-rz
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thanks, your tutorial is really helpful for me

清寒顾-rz
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Was a fantastic series to follow! I do notice however, that your character is not able to register the water tiles as part of the inRangeTile set, as they are painted probably on -1. Mine are too, yet my character still uses the water tiles as part of its set. How would I go about setting that restriction you think?

resolutist
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that is a great one buddy, there isn’t much on the topic. kudos

xprmntt
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Since you're using A* for your pathfinding, can't you use the G cost of the tiles to determine the movement range of your character?

Noctarc
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Amazing tutorial but I just have a question, how do I detect other players in range and remove the highlight for the specific tile occupied by another player
in range

vinnaeyshnair
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