Here’s my story:
My game is based on tile/turn movement, so the player and enemies move 1 tile per turn. Whenever the player moves, I call Scan() on the enemies (more than 1) to find the path and move them to vectorPath[1] (0 is the current position), the problem is that sometimes two or more enemies return the same path and they can’t occupy the same tile. Is there any way I can use AlternativePath or any other approach to solve this problem?
Sorry. There was another user that PMed me a similar question and I mistakenly though you were the same, so I thought I had already answered you.
You may want to check out the latest beta version (4.0). It has a new example scene called ‘Turnbased’ which shows how to use some utilities that are useful for turn based games. In particular there is a component called ‘SingleNodeBlocker’ which you can use.
What you would do for each tick is something like this:
For each agent
Plan a path
path.BlockUntilCalculated()
Use singleNodeBlocker.BlockAt(nextNodeThatTheAgentWillMoveTo)
Start moving
This also has the benefit of avoiding to scan the whole graph each tick (which can be slow).