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AStar3D Class sometimes fails to return a path when using get_point_path() despite the all the points leading to the target position are connected #93524

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@Hexadotz

Description

@Hexadotz

Tested versions

v4.2.2.stable.official [15073af]

System information

Godot v4.2.2.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GT 710 (NVIDIA; 30.0.14.7464) - Intel(R) Core(TM)2 Quad CPU Q8200 @ 2.33GHz (4 Threads)

Issue description

I am currently working on implementing a navigation system in a 3D space using the AStar class in Godot. I managed to add points and connected them properly. When I inspect the points during runtime, I can see that all points are connected as expected.

the problem

When I launch the game and set a start and end point for navigation, the system correctly identifies both points but fails to return a valid path node, it's also worth nothing that each of the two points are connected to their neighbor nodes.

what i expected

I expected the navigation system to compute a valid path node when provided with a start and end point in the 3D space, using the AStar3D algorithm.

This is my first time opening an issue, so apologies for any shortcomings in providing details or the fact that this isn't a bug at all

Steps to reproduce

Create a AStar grid in 3D space, the size need to be a large 3D space connect all the point in that area then tell the entity to move to specific areas, in some cases it will fail to return a path

Minimal reproduction project (MRP)

install this as a normal plugin, go to the demo folder and open the test_scene.tscn file select the AirWays3D node and press build navigation area then run the project, press in multiple places around the level, if the problem didn't happen change the cell size
AStar_problem.zip

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