Hey,
So I’m making this game that plays on a grid-based level, so I’m using a GridGraph for pathfinding. I created a GridGraphRule that sets nodes walkable based on the type of the cell at a given position. As currently all agents move in the empty space it works great. In the future we would like to have enemies that can only move inside the walls (so essentially the inverse of the graph). I assume that node walkability is a stronger concept than tags, so if I set a node to non-walkable no Seeker will be able to navigate that area no matter how I set up tags. The naive solution would be to use 2 graphs, but that case I would need to keep both updated as the whole environment is destructible. So what I’m thinking about is to instead of setting node walkability introduce a tag for non-empty space (or probably more depending on cell type) and set that tag to non-walkable for most of the agents, while enemies that move in walls would only be able to walk on that tag.
My question is if there would be any problem with this setup, even from performance perspective? I’d assume there is a reason non-walkable is its own property and not just a tag, but it might be due to historical reasons.
Thanks