Hi, I have a problem that seems really simple but I can’t seem to find a solution. How can I construct a ConstantPath which ignores penalties and non-traversable tags? My ConstantPath is able to ignore non-traversable tags now but it cannot ignore penalties.
My code:
ConstantPath constPath = ConstantPath.Construct(Currentplayer.transform.position, 6000, null);
AstarPath.StartPath(constPath);
yield return StartCoroutine(constPath.WaitForPath());
GridNodeBase[] nodesToContourAll = constPath.allNodes.Cast().ToArray();