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Asked By | CaptainSweet |
Hi,
When I use “get_simple_path()” on an isometric grid, it happens that the last point returned by get_simple_path is pixels away from the one given in Input.
For example (based on an isometric tilemap 64x32):
‘path = get_simple_path(Vector2(0, 0), Vector2(128, 64))’
‘# path = [(0, 0), (64, 32) (125.308, 72.514)]’
Setting optimization argument to true or false doesn’t change anything.
Is this a known issue of get_simple_path() or is there a way to avoid it?
From what I’ve read on the Godot documentation, the get_simple_path()
function has known issues (though I don’t know what’s causing the issues). To remedy this, it may be best to check whether the object that’s using get_simple_path()
is within a certain margin of its destination, and use the end point when it’s near to the end to “push” the object there.
Ertain | 2022-04-20 07:31
Your idea is good, I just need to make sure that the error at the end point remains reasonable. Thank you.
CaptainSweet | 2022-04-20 08:27