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FleePath and tags

Hello.
i do like that

FleePath _path = FleePath.Construct(nextPos,m, 2000, null);
_path.aim = nextPos + (nextPos-m);
_path.aimStrength = 500;
_path.nnConstraint.tags = 0;
_path.tagPenalties = seeker.tagPenalties;
seeker.StartPath(_path, null);
But tags ignored. I need path only on tag 0.
version 4.2.14 . Its a bug ?

Hi

If you use a Seeker then that component will set the tags that are used base on its settings in the Unity inspector.
You can set it from code like

FleePath _path = FleePath.Construct(nextPos,m, 2000, null);
_path.aim = nextPos + (nextPos-m);
_path.aimStrength = 500;
seeker.traversableTags = 1 << 0;
seeker.StartPath(_path, null);

Note that the traversableTags field is a bitmask. See https://arongranberg.com/astar/docs/bitmasks.html for a tutorial.

ok. Thx.
I use FleePath for Unit push other unit if they don’t have other way.
Units have special tag and add 500000 penalties when don’t move. So when other unit no way so he move on this tag and push others units.
The problem FleePath ignor penalties and find a path through units tag