Pathfinding walking through nodes belongs to not connected area

Hi @aron_granberg. As in the picture, I have two areas (green and orange) and both are walkable. But these areas have no possible connections between each other (no connections- obviously, no links), and yet the vector path (green segment line) leads through this unconnected area. And I dont use any path modifiers. Is there any setting that prevent this behavior?

Which movement script are you using?

Custom one, based on AI Lerp.

Is the radius of your unit too low? How is the orange area generated/what is it for? Any more information you can give me about your movement script would help too :+1:

I went to see if AILerp had any settings for keeping the unit inside the graph but I don’t think it does:

By far the fastest of the movement scripts, because the movement in itself is much simpler, but keep in mind that if you need any kind of physical realism in the game, you should usually use one of the other movement scripts.

The unit radius is 0.3 and the square size is 1.25, so it should be fine. It’s not about speed. The orange area is some kind of auto-generated nodes when I updated the graph on connections. But the problem is in the algorithm (not pathfinding, that works fine) of the vector path. This vector path should not enter this orange-unreachable zone. And I wonder if it’s a bug or some intentional thing.

If you’re able to post a video that’ll make it a lot easier to diagnose. As well as your full graph and agent settings so I can replicate it on my end.