Thanks for replying!
I understand the confusion with those lines,all the bend lines are for my own (not really related to this) system to predict if I can jump from my current position to the next waypoint position. Red ones are unable to get to the target or got a hit with the ground before completing the jump (or dash), blue ones are completed jumps and green paths can reach the target.
In my last 2 screenshots you can see the target (green character) on the bottom, but somehow it can’t find a path. When I place the character on the same platform it will however find a path (the grey cube is the next position on the path).
The strange thing here is that I added a single if statement to also check IsValidJumpConnection after IsValidConnection in PointGenerator to let my jump prediction return true if it can be reached by jumping and dashing. But somehow it won’t use those paths in calculation. (basically the settings of your system will only connect waypoints on the same platform with each other. All the other connections in the screenshot are made by me). It will only use the paths that your system returned true for.
Hmm strange, I wasn’t using a onedirectional connection, the only other thing that I can imagine is that it won’t traverse along those connection because the physical distance in unity is bigger. But this should be fixed by setting the cost factor to 0 right? (What I had in my first post).
I hope this makes any sense at all, otherwise I’ll try and explain the problem(s) better tomorrow (the day for this project) with some screenshots.