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Combining starting position with FleePath.Construct & RandomPath.Construct

I’m trying to implement a way to search a specific area(inside a vector3 like overlapsphere). FleePath and RandomPath seem to be the best use case here.
However, I simply want to only use these two methods to get a vector3 to path to. Is there a less expensive way to get the vector3 end position generated without reconstructing another path afterwards?

The code used in the examples inside the documentation only apply the spread and random integers after they are constructed at the moment.


If you want to modify which nodes those paths allow, you can use an ITraversalProvider: Utilities for turn-based games - A* Pathfinding Project
Is this what you are looking for?