Node Master, 2.0 UPDATE!!
Hello everyone! Recently I have found myself delving more and more into custom pathfinding. Doing more research, testing and application of custom pathfinding has allowed me to identify the shortcomings of this plugin! As such, I have added many improvements and fixes to this plugin! Here they are listed by order of importance!
New Changes:
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I have changed the way Waypoints are saved. Now, waypoints save an additional two pieces of information: Radius and Height. This was added due to some complications I had with my own NPCs. As such, the appropriate changes have been made to the pathfinder as well.
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I have also changed some code in the Pathfinder, the new Pathfinder now contains new setter methods, as well as an improved Pathfinding algorithm. (I still have to make the new algorithm account for AgentRadius and AgentHeight)
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In addition to the above, I have also made the plugin more user-friendly! I have added two new tools, an export tool and a cancel export tool. In my recent work I found myself mostly using the plugin to visualize my NavMesh, as such I did not want my NavMesh to run the export code each time I closed it! From now on I recommend closing the plugin using one of those two tools, as closing it from the PluginBar will still export!
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Lastly, I have also wrote some console bar tools that you can execute by pasting into the console. These tools make the process of NavMesh generation SIGNIFICANTLY EASIER than manual node placement. I highly recommend future usage of these tools for your navigation mesh. (See NodeMasterExample.rbxl for more info)