Seeker first waypoint problem


My problem is when looking for a path when the player is on an unwalkable node. It seems to start the path from the other side of a wall which of course ends up with the player walking into it and getting nowhere.

GetComponent(Seeker).StartPath(transform.position, target.position, OnPathComplete);



Hm… That’s strange, if the player is exactly where you indicate, then it really should find the nodes on the right side. The pathfinding query always finds the closest node to the start point.

Can you do a Debug.DrawLine from transform.position to AstarPath.GetNearest(transform.position, NNConstraint.Default).position?