2D Toolkit Forum
2D Toolkit => Support => Topic started by: Miyth on May 27, 2013, 01:16:21 am
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Hi there,
Recently I've been working on a new project using Tk2d and it's been really helpful for rapidly prototyping our game's look and feel, and the Tilemap editor has saved us a ton of time.
I'm trying to implement a basic A* Pathfinding system for the game (Using This one (http://forum.unity3d.com/threads/164003-Released-BFGames-Simply-A*-Pathfinding!), if that helps any), but encountering problems with it.
It seems like every Grid-based Pathfinding solution I've come across uses the top of the Mesh to determine walkable and unwalkable areas- but the Mesh Colliders generated by the tilemap don't actually have tops.
Does anyone know of a better way to handle pathfinding with the tilemap system for a top-down game, or do I need to pick between using this pathfinding system and the tilemap? (I realize I could just go back through and add in my own colliders, but if I do that I may as well fall back on creating my own tile system.)
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Mesh colliders generated by tilemaps can have tops if you are using polygon colliders - if you are, in the sprite collection editor, select collider cap = front & back to close both the fronts and backs. Don't forget to click Apply.
If you're using box colliders, then you'll have to change a bit of code, but I'll add it as an option in the next release.