I would recommend setting ai.destination to the point you calculated. That is the most robust method. Other solutions would require you to either stop inaccurately at the point, or modify the AILerp internals.
I probably can’t use this method. I have all script logic built on “if (ai.reachedDestination)”. It turns out that my path will be interrupted in the wrong place. It’s probably very hard to set up as well as change something in the “AILepr” script.
I’m doing their DnD “Attack Of Opportunity” mechanic. I need the character to stop at points, and then when it is hit, it continues on its way. In the old masterpiece, there was no accuracy in this moment, so the man who makes mods told me. That’s why I don’t need her. Is there any other solution besides my method? Even if it’s not exact.
I don’t know if I should start a new topic. I’ll ask here. I’m trying to calculate the path as quickly as possible.
ai.destination = tochkaYdara;
ai.SearchPath();
is a way of instantly not counting.
Path p = seeker.StartPath(transform.position, tochkaYdara);
p.BlockUntilCalculated();
this method counts instantly, but then “if (ai.reachedDestination)” or something else does not work, in general, the script does not work well.
Or do these two methods consider the path the same?