Is it possible to construct straighter path using (currently getting path placed on center of graph nodes):
ABPath path = ABPath.Construct(Position, TargetPosition, _PathCalculated);
path.heuristic = Heuristic.DiagonalManhattan;
AstarPath.StartPath(path);
I wan’t to avoid creating game objects and using mono behaviour with seekers and other modifiers that need monobehaviour.
![image](//forum.arongranberg.com/uploads/default/original/2X/c/c056207fd43349398cd8ec44b6a690613b10c1fa.png)
Hi
For a navmesh-based graph I recommend that you add the FunnelModifier to straighten out the path. See Documentation
Note that you can calculate the path separately without using a Seeker, and then just call seeker.PostProcess(path)
to only use the modifier stack for the seeker without the rest of it.
Not sure if I undestand the usage of this without actual code example.
seeker.PostProcess(path) - is seeker a component (not static)? this gives me a null error if so.
do I need to attach a funnel modifier to the seeker object?
I guess I can just do this. Seems to work.
private void _PathCalculated(Path p)
{
FunnelModifier f = new FunnelModifier();
f.Apply(p);
Path = p.vectorPath;
}
Would be cool to alternatively have these functions on modifiers as static.
You can technically, but Unity will complain since FunnelModifier is a MonoBehavior. I’d recommend attaching it once to some object and then just using it via a reference.