Pathfinding and fog of war

Hi

The easiest way is probably to subclass the grid graph and add in your check for if the cell is visible or not:

You can subclass it like this:

using pathfinding;

public class MyGridGraph : GridGraph {
	public override void RecalculateCell (int x, int z, bool resetPenalties = true, bool resetTags = true) {
		base.RecalculateCell(x, z, resetPenalties, resetTags);
		var node = nodes[z*width + x];
                // Modify the node here somehow
                if (node is not visible in fog of war) node.Walkable = true;
               
               // Need to set this if you modify the walkability in any way, otherwise erosion will not work
               node.WalkableErosion = node.Walkable;
	}
}
// In an editor script
using pathfinding;

[CustomGraphEditor(typeof(MyGridGraph), "My Grid Graph")]
public class MyGridGraphEditor : GridGraphEditor {
}

Then you can use a graph update to update the grid wherever the units are or slightly more performantly: wherever the FOW changes.

Here is a (really old) video of me using this trick https://www.youtube.com/watch?v=6HcMYCS08XQ