Custom AI Pathfinding of 2D game

Though similar solution might be possible, I would much rather use the “proper” way.

I see few issues with Z plane as well, please correct me if I am wrong, because I assume I misunderstood your suggestion.

  • Using Z plane would require default gravity to be turned off and custom -X or -Y gravity implemented for each actor and character.
  • Characters do not support “rotation” so custom character class would have to be created
  • Characters would walk over the Z plane from one platform to the other, and “faking” jumps would require complex detection system
  • Would require additional logic in pathfinding to handle walljump/wallrun anyway.