- A* version: 5.3.1
- Unity version: 2022.3.31f1
I have a use case where I need some units to follow a specific path drawn by the player and saw that FakePath looks exactly like what I need. However, upon implementing it, the agent will not move at all. Implementation below in screenshot:
I tried to see if taking the vectorPath from ABPath and then passing it into FakePath will work (in case I’m somehow generating the list of points incorrectly). However, this still does not work:
If I just pass the constructed ABPath into setPath(), it works. So there is something with AIPath not wanting to work with FakePath. I’m building a 2D game as well if that matters, so the z-value for these Vector3 points are always zero.