How to make path generation fail

Hi,

My question is probably very silly, but I have browsed the documentation and try different setting and I feel I have done something wrong in my setup but I cannot figure out what.

Here is my issue: I am using the AStart component with GridGraph. The graph is generated based on a Grid component that we have written and this seems to work perfectly fine. However, when no path are available, e.g. all the cells around the AI are deleted, the seeker.StartPath still generate a path and generatedPath.Error is false.
I would like to know when there is no way to reach the end goal so I can alterate the gameplay consequently.

Here is a screen shot of the situation : i58.tinypic.com/256a2l2.png

I have followed the tutorial step to setup my Astart, please let me know if I need to change anything or maybe to use another way to generate the path (not through a seeker ?)

Thanks a lot,

EarlyBird Team

I don’t know exactly what your setup is but generally if you manipulate the obstacles on your graph you need to re-scan and then re-forecast your path. Beyond that you may want to make sure the collision testing and height testing is correct. If any areas are isolated they generally turn a different color as seen here: http://imgur.com/R8G3Bc1

Note the red section is cut off from the blue section and the path heading south just ends at the fence line.