Hello Aron,
Am I using the tags correctly? My character computes paths that seems to disregard tags.
They lead straight into forbidden areas, when I wish to reach an enemy located inside forbidden area.
I would expect a path to terminate at the closest traversable point, without continuing into forbidden regions.
Here is how I compute paths (manually):
_dash_path = ABPath.Construct( transform.position, target.navAgentComponent.position );
_dash_path.nnConstraint.constrainTags = true;
_dash_path.nnConstraint.tags = 1<<4; //only 4th tag is to be traversable
AstarPath.StartPath(_dash_path, true );//<-- true: push to front of the queue
_dash_path.BlockUntilCalculated();
_navAgentSeeker.PostProcess( _dash_path );
_navAgent.SetPath( _dash_path );
Afterwards, I move along path similar to this:
//compute how AI wants to move:
_navAgent.MovementUpdate( Time.deltaTime, out nextPos, out nextRot );
//... my own adjustment to nextPos ...
_navAgent.FinalizeMovement( nextPos, nextRot);
NavAgent is AIPath.cs
Thanks!