hey!
where in the AiPath example script can i throw a debug message if a path between Target and Seeker is valid?
since i am having sometimes something in the way(dynamic obstacle) between my player and the target and the path is not valid.
i thought it would be right here:
public virtual void OnPathComplete (Path _p) {
Debug.Log ("Yay, we got a path);
but that gets called even if the goal is not reached.
so something like is path possible. but i dont know how i can use this in the AiPath.cs example?
i already tried:
`public virtual void SearchPath () {
if (!Pathfinding.PathUtilities.IsPathPossible (seeker,target)) {
Debug.Log ("Yay, we got a path");
}`
but that only throws out errors