Is there a way to calculate a path without the Seeker traversing it?
I’m using a
MultiTargetPath to work out some logic, before a second
I’ve tried setting the
canMove booleans to false, along with setting the
speed to zero directly after the first
MultiTargetPath and before the second path, but nothing prevents movement on the first path.
In all circumstances, the gameObject begins to move on the first
MultiTargetPath then adjusts to the second path shortly afterwards. I’m using the
AILerp on a
GridGraph if that makes any difference.
It seems like all this could simply be replaced with some sort of
seeker.CalculatePathDontMoveMethod() but I’m failing to find anything like this in the documentation.
Thanks in advance.