- A* version: 5.3.6
- Unity version: 2022.3
I’m using the A* Pathfinding Project in a 2D Unity game, and I noticed that sometimesreachedEndOfPath
orreachedDestination
doesn’t returntrue
, even though the agent is visually at the destination.
From the documentation, it seems the end-of-path check includes a vertical condition (not above the head or too far below the feet). Since this makes sense in 3D, I’m wondering if it could cause false negatives in 2D games where movement is strictly on the X/Y plane.
Is there a recommended way to disable or work around this height-based check for 2D usage? Or is manually checking distance the best workaround?