It looks a little strange when using layer grid graph

  • A* version: 5.4.5

  • Unity version: 2022.3.62f3c1

    I replaced the steps in the original LayerGridGraph Sample Scene with a long ramp, slightly raising it so that pathfinding data could also be generated below the ramp.

    When the target is on the upper platform, it can be reached normally (occasionally there are exceptions, but mostly it works). However, if the target point is set on the lower platform, the agent will loop along the ramp and won’t reach the target unless the target point is moved outwards first.

Is there something wrong with my settings (I’m using the original configuration from the Sample Scene without any changes)? Or is the layer grid graph approach not suitable for this scenario?

Yeah just tried it out on my end and when I tried to make the slop taller they had troubles rounding that same corner. But yeah like you said it’s mostly just a settings issue; for me I just turned off the Funnel Modifier since, in this case, the movement wasn’t too dissimilar. I’d look things like modifiers, the constrain to graph option, and of course changing the graph or agent settings till it looks right. But overall yeah, if this is the behaviour you want- layered grid graph with overhangs, you should be fine.