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Asked: June 8, 20252025-06-08T20:14:15+05:30 2025-06-08T20:14:15+05:30

How can I implement a branching algorithm to efficiently find connected hubs for real-time pipe connections in Unity?

anonymous user

I’m working on a puzzle game where players have to connect various pipes to transmit electrical flow, and it’s turning out to be more challenging than I anticipated. Each pipe has connector hubs that serve as points of connection. The idea is that when two connectors from different hubs come into contact, they establish a connection. However, I’m struggling with how to efficiently manage these connections, especially since the pipes move all the time, and connections need to be established and dropped in real time.

I want to implement a branching algorithm in my `ConnectorHub` script to find and maintain connections among all the hubs linked to a specific power source. My goal is to collect every hub connected to the original power source, which I’m designating by a boolean `start`. Once a hub is identified as the source, I want to track all connected hubs to see if power is still flowing through them.

Currently, I’ve got a `FindSource()` method in my `ConnectorHub` class that’s meant to do this, but I’m struggling with how to efficiently search through the connected hubs. I’ve tried using for loops to manually traverse each connection, but that gets really unwieldy, especially when the number of hubs increases. Plus, if the pipes are constantly moving, it feels like I’d be running into performance issues if every connection is constantly recalculated frame by frame.

I’ve seen some suggestions online about using depth-first or breadth-first search algorithms for this kind of problem, but it’s hard for me to wrap my head around how to implement that within Unity, especially with the real-time aspect of my game in mind. So, I’m looking for advice on how I can set this up. Has anyone tackled something similar? Any tips on efficiently traversing the connections without needing to loop through every single branch every frame? It’s been a bit of a headache, and I would really appreciate any guidance or insights you might have!

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    1. anonymous user
      2025-06-08T20:14:17+05:30Added an answer on June 8, 2025 at 8:14 pm

      To efficiently handle real-time pipe connections in Unity without causing performance issues, it’s advisable to implement a Breadth-First Search (BFS) algorithm, combined with event-driven mechanics. Instead of checking every connection each frame, consider using Unity events or callbacks triggered only when connectors become connected or disconnected. Whenever a connector connection changes, flag the affected hub and run a BFS from your source hub to quickly determine all currently connected hubs. Maintain a simple queue structure that begins from your primary power source and iteratively explores connected neighbors, marking them as powered in a step-by-step traversal. This avoids heavy per-frame calculations since the search runs only when necessary.

      In practice, you might create a data structure to store connected hubs for each ConnectorHub and use a HashSet to track already visited hubs, preventing infinite loops. Each time connections change, reset the visited nodes and run BFS again to reestablish powered status throughout your network efficiently. Further optimize by including a short debounce timer, ensuring the connections are recalculated only after a brief pause post-movement, rather than constantly during motion. This approach greatly enhances performance by limiting recalculations and provides a responsive, accurate updating mechanism suitable for your dynamic pipe-puzzle game scenario.

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    2. anonymous user
      2025-06-08T20:14:17+05:30Added an answer on June 8, 2025 at 8:14 pm

      Puzzle Game Connection Management

      I totally get where you’re coming from! Managing connections in a game like yours can be tricky. Here’s a simple idea that might help you implement a branching algorithm using depth-first search (DFS) to find and maintain connections among your `ConnectorHub` instances.

      Using DFS for Connecting Hubs

      Instead of using nested loops to traverse connections, you can use a recursive DFS approach. Here’s a brief overview of how you can set it up:

              
                  class ConnectorHub {
                      public bool start;
                      public List<ConnectorHub> connectedHubs;
                      
                      public List<ConnectorHub> FindConnectedHubs(ConnectorHub current, List<ConnectorHub> visited) {
                          if (visited.Contains(current)) return visited; // Base case: already visited
                          
                          visited.Add(current); // Mark the current hub as visited
                          
                          foreach (var hub in current.connectedHubs) {
                              if (!visited.Contains(hub)) {
                                  FindConnectedHubs(hub, visited); // Recurse into connected hubs
                              }
                          }
                          
                          return visited;
                      }
      
                      public void CheckPowerFlow() {
                          if (start) {
                              List<ConnectorHub> allConnectedHubs = FindConnectedHubs(this, new List<ConnectorHub>());
                              // Handle power flow logic here for allConnectedHubs
                          }
                      }
                  }
              
          

      The idea here is to maintain a visited list to keep track of hubs you’ve already checked. This way, you don’t end up looping through every single hub every frame!

      Real-Time Updates

      To address the real-time aspect, you might want to implement a trigger or an event system that recalculates connections only when a pipe moves or a new connection is made. This way, you can lessen the number of times the `FindConnectedHubs` method is called, enhancing performance.

      Also, think about using a flag system that determines whether a hub’s state has changed (like becoming connected or disconnected) so that you only recalculate when necessary. This can help prevent performance issues from constant recalculations!

      Experiment with this approach, and don’t hesitate to tweak the logic as you see fit. Good luck, and have fun with your game!

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