Okay so i have my road network graph that consist of point nodes.
And i also use grid graph for normal terrain. My agents move on grid normally and switch to road when player tells them to. It works great when road network is one interconnected blob. Problems start if i have road that is far away from others and thus is isolated(in road graph, i mean, agents can reach it ok by grid).
So what i need is to get as close as possible by road instead of reaching destination, hence the need forpartial path. Getting closest node is not an option because i’m either getting wrong point (if i search for a node on road) or i will ignore road if it try to find path on my grid graph, which is not desired behavior, too.
I tried to set calculatePartial = true; on ABPath before feeding it to seeker, still getting error paths instead of partial.
I know calculatePartial docs say its at work currently, but is there any alternatives?