I am currently managing movement by determining a list of waypoints for the seeker to follow, and then doing a seeker.StartPath for each next one. The problem with this, is that the seeker is trying to slow down and stop for each intermediary waypoint, as if it was the end of the route.
This solution works if I increase the end reached distance, but then it stops too far from the final target. If I use CloseToDestinationMode.ContinueToExactDestination, the seeker sometimes does this weird movement at the final destination, where it is gyrating in a circular motion around the target, similar to a chicken settling down to sit on her eggs, lol. It does this for a second, then stops in a direction different from their previous heading, which looks bad. I think the ‘continue to exact destination’ is trying to move it too much there, at the end.
The reason I am determining my own waypoints is because of specific route requirements outside of Astar’s scope. Is there a way for it to not apply the “End Reached Distance” variable, which I believe is only meant for the end of a route, to each intermediary waypoint?