Forgive me if I come off as a little dense with these questions, but I’ve read through the documentation, and browsed through the forums, but have not been able to find definitive answers.
I’m using a pointgraph with around 30-40 points in a 3d space to represent energy flowing through conduits in a point-to-point manner. My first issue is understanding how tagging works with a 3D pointgraph; I assumed that I could tag child transforms under the root transform in the unity editor with a specific tag, set that tag to have a very high cost in the seeker component, and have my pathfinders avoid those nodes, but that doesn’t seem to be the case. I did some more research, and it looks like the tags being used are not necessarily the same tags that Unity uses to tag game object; I would need to manually assign tags through scripting to the node objects that get generated by the pointgraph, or through a GraphUpdateScene component. Am I completely missing a major step of configuration with the tags, or have my assumptions been correct so far?
Next, I tried using a GraphUpdateScene, but it seems to be optimized for use on 2D spaces, not 3D spaces. All of the examples seem to show implementations for 2D planes. Is this correct? If I wanted to update nodes in a 3D space using a GraphUpdateScene, what would be the ideal approach? Use the bounding boxes of the child Transforms (I used unity cube primitives to position my graph nodes)?
And lastly, I want to be able to put “efficiency ratings” on each of the nodes in my graph, which would impact the amount of energy that a pathfinding agent would be carrying as it traverses through the graph (An agent leaves the start point with x units of power, each node traversed subtracts a little power). What would be the best way of going about this? My initial idea was to call a function whenever an agent had traversed a node that would subtract power from the agent based on values set in a simple script attached to the child game object used to generate the node. I’m not really sure how I can get an agent to figure out when it’s traversed a node (I can probably figure this out by digging into documentation and code more thoroughly), and I’m not quite sure how I would go about accessing the game object that was used to generate the node. Any ideas?