Hello,
I would like to add some code to handle cases where the unthinkable happens, and you get a path failed error. I did see that I could check for AIPath.path.CompleteState == PathCompleteState.Error, but if I check for it within an OnPathCompleted override function, I get a path is undefined error when path fails.
Instead, I end up simply checking for whether AIPath.path == null, in order to decide whether I have to perform additional logic, to recover a seeker that may have gone astray, or just remove it from scene. Is this the best way to do this?