Recast2D with triggers

  • A* version: [5.2.5]
  • Unity version: [2022.3.53f1]

I’m getting confused results here. :wink: Ahead of adding A* to my game, I tried it in a test project. I create a tilemap with a tilemap composite collider that is set to a trigger. Upon scan, I thought it was inverted and marked the walls as walkable. After some playing around, including changing the collider to not trigger, I have it so it’s scanning the walls as blocked and the rest as walkable. So I think I misremembered and it was scanning okay and proceed to integrate with my game.

I’ve imported A* and after creating my level procedurally, it does not scan the tilemap when set to trigger.

So, why does it work in the test project but not in my game? What are the criteria for A* working with triggers?

Hi

Triggers are always ignored by all graphs.
You can use a non-trigger collider in a separate layer from everything else, if you want, though.