Can I move a different Tranform than the one with the Pathfinding componets? (AStarPath and FollowerEntity)

  • A* version: [5.4.4]
  • Unity version: [2022.3.62f2]

Hi, I have been following the tutorial to get started with A* Pathfinding asset (for context also trying to integrate it with BehaviorDesignerPro and have the movement pack that allows this integration). Is there a way that i can move a different transform than the transform that has the AstarPath and Follower Entity? I have a setup for my NPC like this:
NPC (Root)
→ Systems (gameObject no scripts)

→ → Pathfinding (gameObject contains AStarPath and FollowerEntity components)

→ Visuals (gameobject no scripts)

→ → Armature (rig of my player)

Is there a way to move the (NPC - root) GameObject instead of the Pathfinding Gameobject?

There should be one FollowerEntity per agent, it’s not a global system. And yes, it is designed to be attached to the object that is moving (the agent).

You can, of course, calculate paths by yourself and write your own custom systems to move them. See Searching for paths - A* Pathfinding Project and Writing a movement script - A* Pathfinding Project for that. But it’s unlikely to be what you want.

I understand the FollowerEntity is meant to live on the moving object. It would be to have the option to decouple the agent component from the component transform if it is something that is simple and asked frequently. Until then I will stick with the designed option. Thank you very much for your response and the resources!

I think you may also want to take a look at updatePosition