I am working on a combat algorithm and need to be able to account for the cost of moving to a point for the agent and its enemies (i.e. path length from agent to point and from enemies to point). I cannot do this with the agent’s own Seeker
because it handles the actual movement. What I need is to get a temporary path and its length to calculate a “what if” scenario.
In general, I use a static MovementUtilities class that I can use where necessary. But I understand that to be able to start a path, I need a Seeker so I guess the static class option goes away. I can add a Pathfinding Manager monobehavior to my scene with a seeker and have it calculate a path and return its length. But then, what if 3 agents at the same time requests a temporary path and its length?
In short, is there a way to get a temporary path from point A to B and return its length, which will work with multiple agents requesting multiple temporary paths?
I am not sure if this is relevant but my agents use AIPath for movement.