I need to define a few areas on my GridGraph to be updated when my game starts up, so I have created two empty game objects and I have attached a GraphUpdateScene component to both of them. I have added in my points and the rest of the settings on both of them are identical, however only the second GUS gets read - the first one is ignored. I have confirmed that only one is getting read by deleting the second one; the game then reads the first one as it is the only GUS in the scene.
How do I use two GUS components in the one scene without doing it via scripting?
I’m trying to get my AI to walk down the middle of the path, so I am trying to use two GUS components to apply a penalty to each side of the path the whole way around. You can see this in the Scene view.
I noticed when taking this screenshot that the first GUS (GUS1 in the Hierachy view) is actually applying the penalty to the very top of the path, but not to the whole path. If I delete GUS2, then it applies the penalty correctly to the whole path.
You can see the settings for GUS1 in the Inspector; GUS2 is identical except for different points. You can see the layouts of the two GUS’s in the Scene view. The GUS bounds do not overlap.