I am using the awesome ITraversalProvider interface in my turn-based game. So far it’s great help.
However, when I am trying to search for a path to a walkable node that is blocked via ITraversalProvider, it returns an empty array. Shouldn’t it look for an alternative path instead? (to a closest walkable node on graph)
So the question is, how can I manually look for a ClosestWalkable() node on graph while still using ITraversalProvider blocking system? I love it and would like to keep the functionality.