Detect FollowerEntity path failed

  • A* version: 5.3.7
  • Unity version: 6000.1.9f1

Greetings, is there a way I can detect if a FollowerEntity is unable to find a path to a destination? What state should I be checking for? Maybe I check the final path point and decide if it is within some acceptable distance to the final destination?

There’s a lot of options here I think. If you just want to know if there is a actual path, you can use PathUtilities.IsPathPossible. Or if you want to just see if your FollowerEntity has a valid path, you can check hasPath. But if you want to get a path within a distance you can construct your own path with an Ending Condition of a max distance: PathEndingCondition - A* Pathfinding Project