For example I have a Recast Graph on a grid of streets and I want the object to get from point a to point b, but I want to make sure it traverses specific streets. The required streets aren’t necessarily connected to each other, so the object would need to pathfind from one to the other.
Traversing any part of the street would satisfy the requirement - but not if it only traverses an intersection for that street.
I thought using tags and penalties would be the way to go, but the 32 tag limit would be a problem.
There’s is also a requirement for the object to only pathfind forward and not make an immediate 180 turn. I’m doing a quick NavMeshCut behind the object, that’s seems to work pretty well.
I would only need to generate new paths once every few seconds, so I’m not too worried about performance.