Hi,
excuse me if this has already been covered in the forum or the documentation, I searched but I couldn’t find anything about this apparently.
In the game I’m developing I usually know in advance the exact nodes that represent start & end of the path I want to calculate (because it’s a custom made graph based on PointNodes… I don’t want to digress!). As per title, I’m looking for a way to create a path directly from those two PointNodes, bypassing the internal call of the GetNearest method (which I understand is what is usually done when using Vector3 coordinates).
Ideally, something like:
ABPath.Construct(GraphNode start, GraphNode end, OnPathDelegate callback)
instead of:
ABPath.Construct(Vector3 start, Vector3 end, OnPathDelegate callback)
I tried to “trace” what happens when the path is feeded to AstarPath.StartPath but soon enough the code becomes too obscure for my skills I’m not a total noob in scripting but I need some advice about how to do that, preferably without the need to modify the original method because I also use the normal methods with Vector3s.
BTW: I’m using version 3.8.8.1 Pro
Thanks!
Paolo