How to Create 2 Paths with different start and endpoints?

Hello
I would like to control the way of my path in order to make something like a “nice route” feature of navigation systems.
Since i always get the shortest way if im trying to use one path my idea was to build the final path from tow or more paths.

Unfortunately im getting an error and nothing is drown as soon as im trying to construct my final path of tow subpaths (im visualizing the path by the great breadcrumb script Aron had posted some time ago)

here are the errors:

Path Failed : Computation Time 0.00 ms Searched Nodes 0
Error: Canceled path because a new one was requested.
This happens when a new path is requested from the seeker when one was already being calculated.
For example if a unit got a new order, you might request a new path directly instead of waiting for the now invalid path to be calculated. Which is probably what you want.
If you are getting this a lot, you might want to consider how you are scheduling path requests.
Path Number 1

Path Failed : Computation Time 0.00 ms Searched Nodes 0
Error: Couldn’t find a close node to the end point
Path Number 2

Yey, we got a path back. Did it have an error? True

here is the code:
`void Update(){

	if(doit==true){

		clear=false;
	if(start==true){



			if(clear==false){
		
				GameObject[] argo = GameObject.FindGameObjectsWithTag("crumb");
				for (int i = 0; i < argo.Length; i++)
					Destroy (argo[i]);


				clear=true;
			}


			Seeker seeker = GetComponent<Seeker>();



			seeker.StartPath (this.transform.position,target1.position, OnPathComplete);
			seeker.StartPath (target1.position,target2, OnPathComplete);

		


			GameObject.Instantiate(buble,target,Quaternion.identity);




		doit=false;



	}

}
}

//Arons Breadcrumb code:
public void OnPathComplete (Path p) {
Debug.Log ("Yey, we got a path back. Did it have an error? "+p.error);
List path = p.vectorPath;

	for (int i=0;i < path.Count;i++) {
	
		Instantiate(crumb,path[i],Quaternion.identity);
	}
	
	
}`

Hi

I would suggest that you use AstarPath.StartPath directly instead of through a seeker. A seeker only handles one path request at the time. That’s why you are getting the first error.

See http://arongranberg.com/astar/docs/calling-pathfinding.php#calling-directly