Hi , We have a problem

  • September 29, 2018 at 07:26 #23857
    refox0
    Participant

    We want to buy this plug-in, but we found that the collision of the unit is based on rigidbody in examples.
    We don’t want to run any physics on mobile devices. so dynamic collision must be based on grid,simply,the unit moves to a grid and that is blocked.
    Is it possible to implement this plan? and how?

    September 29, 2018 at 07:27 #23859
    refox0
    Participant

    anyone ? thx, have a good day.

    October 1, 2018 at 09:53 #23878
    Geminior
    Keymaster

    Avoidance is not based on rigidbodies, but avoidance is also not guaranteed to be collision free, it depends on the circumstances, e.g. if other steering input overrules the avoidance vector, collisions may happen.

    If what you want is to block cells occupied by units so that other units will never path through that cell, that is easily achievable, just mark the cell as blocked.
    This type of grid maintenance will of course be something you will need to do yourself.

    October 3, 2018 at 08:51 #23891
    refox0
    Participant

    Thank you very much. do you have any plan to support this?
    we’d like to do it ourselves, but it ‘s very complicated.
    in particular, unit occupies more than one grid. dynamic blocking,formation…

    use this way to calculate in many RTS games, like Warcraft 3, StarCraft 2,
    this is the core of plugin,so this plugin is useless for us.
    though it looks strong, but it’s no help in optimizing the game.
    thank you , have a good day.

    October 3, 2018 at 13:37 #23895
    Geminior
    Keymaster

    We already do support it, as I outlined.
    We cannot however implement a specific logic as to how units block cells.
    This is a generic product, not a specialized implementation for a specific game.

You must be logged in to reply to this topic.