2D Path finding is correct but agent go through nodes?

Hello
Congratulation for the tool first.
I used it to use it in a tentative turn by turn game and it worked pretty well. I just had to realign manually the target at the end of each action with the agent.

Till in 2D view (top view), I started a new scene real-time based and I discovered there is something that I must be doing wrong. Indeed, I reproduced as much as I could(because the tool changed - no more ray but point, destination settler in a different script) the tutorial from the “let’s get started 2D tutorial” and I discover that even if the path is well calculated, the agent go through the blocking nodes.

Below, the green is the original path calculated, in red what the agent really follow.

pathfinding%20issue%202020-01-04%20211806%20_%202|690x428

I tried to increase number of nod, but it changes nothing.

Any idea of what is happening?

version of A* pathfinding : 4.2.11
version of unity : 2019.216f1

Hi

It sounds like you might want to decrease the ‘Pick Next Waypoint Distance’ on the AIPath script. That controls how loosely the agent follows the path.

See https://arongranberg.com/astar/docs/aipath.html#pickNextWaypointDist

Worked. Thanks a lot.