Understood. I will check for path.isDone() in my script’s update loop. If this fails, I will try a callback.
if (_AIPath.CompleteState == PathCompleteState.Complete && _AIPath.IsDone())
{
GameState.Instance.AstarSeeker.PostProcess(_AIPath);
_Waypoints = _AIPath.vectorPath;
}
else if (_AIPath.CompleteState == PathCompleteState.Error)
{
#if (UNITY_EDITOR)
if (_LogPathfindingErrors)
Debug.LogError($"Error calculating path for AI player {aiPlayer.Name}, Source={_AIPath.startPoint}, Destination={_AIPath.endPoint}, {_AIPath.errorLog}", this);
#endif
}