Path around tagged nodes


#1

Hi all.

I’m using a grid graph with agents using AILerp, Seeker, and a funnel modifier. I am tagging occupied nodes using:

Pathfinding.GridNode.GetGridGraph(0).nodes[node.nodeID].Tag

I would like enemies and players to consider appropriately tagged nodes as unwalkable in terms of pathing. I’m not sure where to start. Can I modify the existing pathing script somehow? Or should I create my own pathing script from scratch?

If so, where should I start?


#2

Nevermind. I’m dumb. I can see now that the tags are listed in the editor, and the Seeker script has a Traversable Tags section.