- A* version: [5.2.4]
- Unity version: [2022.3.52f1]
I have a question regarding the visualizing of a path with Follower Entity.
Currently I’m using Follower entity as my movement script, I’m making a turn-based game inspired by games like XCOM2 & BG3 etc.
I’m trying to replicate the previewing of a character’s path when hovering over walkable area’s. To do so I added a seeker component (& funnel modifier) to my characters, when hovering walkable area’s I simply shoot a raycast, get the position, calculate the path with my Seeker and make use of a linerenderer to display the path.
This worked fine, until I found some small inconsistencies between the previewed path of the seeker component and the actual path my FollowerEntity takes.
Therefore I wanted to scrap the whole preview with a seeker component & solely make use of the FollowerEntity. That’s where I’m stuck I have been reading the doc but can’t seem to find a way to “simulate” the path a FollowerEntity would take.
I tried using the GetRemainingPath() but this only works when the entity is actually moving.
Any insights?
For more information here are some screenshots of my graph & agent config