I’ve created a 50x200 grid using tagged child objects that generate a complete grid of plus and x traversal patterns saved/cached for startup. Pathing works fine in all directions with AI/Target. BUT - When I either modify the maxdistance to limit vertical/horizontal casting to ‘floors’ (joined all the way across, not up or down) OR use colliders to ‘split’ the floors, Nodelinks created in a column (stairs/elevator) at runtime are not being followed.
I’ve tried about every solution so far for runtime NodeLink2 creation on the forum and nothing works. I can only test at runtime since it’s procedural.
I’m placing an object (not within search parent of A* graph setup) with the nodelink2 script on the exact spot of node in the pointgraph, AI will walk over the spot all day. The end transform is directly up or down vertically. FloodFill, QueueFloodFill, GraphUpdate, guoGraphUpdates… nothing. I do see a line on the scene view appearing to bridge the two nodes, but no scan or passing. Either something is messed or I’m misunderstanding how to use NodeLink?
Questions:
- Should PointGraph work fine in 2D X,Y? (z:camera/orthographic)
- Should Nodelink2 work with PointGraphs? Even if link is beyond the maxDistance on graph setup, or even within maxdistance?
If yes on 2, does location impact ability? Completely vertical placement at this point. - Am I using Nodelink2 in/correctly?
Thanks