Drawing a path in-game

Hi, I’m working on a way to draw a path in the game for the user to see. Aron has suggested using Vectrocity or the built-in Line Renderer. The Line Renderer uses an array of points, so my first step is locating an object’s AIPath data. I’m currently using Point Graphs. How do I go about finding the currently calculated path (exactly as drawn with gizmos in the editor windows) and the positions for each node along that path? Do I need to access the GraphNode list called ‘path’ within the Path.CS script?

I will be at this for hours so I figured someone might be able to “point” me in a likely direction. Thanks for any help, and thanks Aron for making this!!

If anyone else is searching for the same solution, here’s what worked for me. I changed the AIPath, Path variable to public. With the following incantation applied to a script on my LineRenderer I get an in-game visual of the path, presto! Here are the magic words:

myLineRend.positionCount = playerAIPath.path.vectorPath.Count;
		for (int i = 0; i < playerAIPath.path.vectorPath.Count; i++) {
			myLineRend.SetPosition (i, playerAIPath.path.vectorPath [i]);

I registered just to say THANK YOUUU


Thank you back! Also, I asked about a better solution that inherits from AIPath, instead of making AIPath public every time I have to update:

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I register to Thank you, like angelo2night :grinning_face_with_smiling_eyes:

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hey @tieuduyphuong93, have you succeeded to draw the path using @paulygon 's tip?

can u upload the full script(draw path in game using line rend.),it will help me alot.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;

//Create Class that inherits from another class
public class AIPathCustom : Pathfinding.AIPath
    public int GetPathLength()
        return path.vectorPath.Count;

    public Vector3 GetPathPosition(int theIndex)
        return path.vectorPath[theIndex];

public class LinePath : MonoBehaviour {

	public AIPathCustom playerAIPath;
	public LineRenderer myLineRend;

	void Start(){
		InvokeRepeating ("ResetLine", 0, .5f);

	public void ResetLine() {
		//print ("linePath resetLine");

		if (playerAIPath.hasPath) {
			//print (playerAIPath.path.vectorPath.Count);
			myLineRend.positionCount = playerAIPath.GetPathLength();

			for (int i = 0; i < playerAIPath.GetPathLength(); i++) {
				myLineRend.SetPosition (i, playerAIPath.GetPathPosition(i));

		} else {
            Debug.Log("no path", gameObject);