I cant seem to stop and kill the current path.
I did a search and it was suggested to error() the path, and set the path to null but it doesn't work.
My unit has a path, and is walking towards it.
I call the following to kill it
seeker.GetCurrentPath ().Error ();
path = null;
The gameobject is disabled immediately after.
I reposition the unit, activate the gameobject, the old path resumes from the point it was disabled at.
If i set target to the unit's own transform before disabling the gameobject, it sort of works.
But when I reactivate the gameobject, the object moves from old position to the repositioned position and then starts the new path.
My unit inherits AILerp.