- A* version: 5.4.6 (pro)
- Unity version: 6000.4.0f1
Is there a way to use the FollowerEntity component to calculate partial paths?
I need my agents to be able to go as far as they can to reach their target even when their path is blocked.
When trying it, I get this warning but I can’t find a way to use calculePartial on FollowerEntity:
Path Failed : Computation Time 26,13 ms Searched Nodes 10162
Error: Searched all reachable nodes, but could not find target. This can happen if you have nodes with a different tag blocking the way to the goal. You can enable path.calculatePartial to handle that case as a workaround (though this comes with a performance cost).