I have in my game a very large grid graph that covers the walkable terrain. There are occasional graps in the graph that represent unwalkable terrain, such as bodies of water etc;
I am now trying to add an object that will allow players/npc to traverse these gaps, such as a bridge;
I’m using AIPath for handling the movement;
At first I tried using a point graph with the objects that make up the bridge as the points for the graph (using a tag: Bridge).
This failed, as although the points were created (and some were inside the grid graph area), the AI couldn’t find those points at all. Is there a way to make this work?
Next, I tried using Links. For test, I went to where I had generated a bridge, and manually placed two objects: one on each end of the bridge, and added a link component to one of them. Made sure both were inside the grid surface.
This succeeded in making the AIPath find the correct path towards the objective: however, it refused to move over it, and instead just danced around the first point. What’s the proper way to handle this? I’ve annexed an image that shows the current situation.