Simplifying point grid path

I’m currently building an Isometric RTS game that uses the A* point grid (positioned where my floor tiles are).

I am restricting paths to just the X/Y axis (four directions) and I’m running into issues where the AI are zig-zagging from one side of the room to the other… How would I go about walking in L shapes, rather than complex zig zags?

I have attached an image describing my problem (GREEN is what I want, RED is what is happening)

Hi

Try experimenting with the heuristic setting in A* Inspector -> Settings.
You probably want the Manhattan heuristic instead of the Euclidean heuristic.