I am interested in buying the pro version, but I can’t find the answer to this question in the online documentation.
Does graph raycasting take into account area penalties of walkable areas when determining the path the agent should take? Here is a mockup of what I am talking about:
As you can see, there is a grid with some blocking terrain to the left, the agent to the right, and a triangular area between the two with a high penalty. The Unity arrows behind the wall indicate the agent’s target. I highlighted the inside of the triangle to make it easier to see. The yellow area has a penalty of 100,000 and the rest of the grid has no extra penalty. I set the penalty to 100,000 to make this example more obvious.
Without raycasting, the agent avoids the yellow area (as it should) and also doesn’t walk into the unwalkable areas. The movements the agent makes are all straight or at 45 degree angles, which is the expected behavior, but I’d rather have the agent move in straight lines instead of zigzagging everywhere.
With physics raycasting from the Raycast Modifier (Script), the agent walks through the yellow area like it doesn’t have a penalty at all.This is not desired behavior because it seems to make the tags and penalties pointless.
Will graph raycasting take into account area penalties?
In the above image, I want the agent to move in a single straight line from where it starts to the bottom point of the yellow triangle area before navigating to the target. Is this behavior possible? It doesn’t have to be done with raycasting if there is some other way to make it happen.