A* Pathfinding suddenly stops working with prefabs

Hi all,

I’ve been using A* in Unity for a 2D videogame, or rather Aron Granberg’s solution for A*, for some time now, and it’s been working well so far. My enemies path to me and attempt to crash into me, which is all I want for my simple project. However, I discovered an anomaly when I tried re-using A* with prefabricated enemies. I’d tested A* with certain enemies, and it worked with them, but when I turned those enemies into prefabs and then inserted them into a different scene with an A* grid, they didn’t seem to actually work. It’s strange, because they have exactly the same code as the enemies in the previous scenes, which did work. What’s stranger is that, when I turn gizmos on, it appears that they are pathing to my player - they’re just not bothering to actually move towards him. At first I suspected I simply wasn’t giving them enough movement force, but that’s ruled out, as they are exact clones of the functioning enemies in previous scenes. I suspect that it’s something to do with a faulty Grid Graph, since I moved the actual Grid Graph after creating it. Does anyone have any idea why such a situation would obtain?

Thanks
Eoin

Hi

I really have no idea.
Since the path is showing, the problem must lie with the movement scripts.
Are you sure all settings are correctly set, like canMove=true, speed > 0, etc?