How does a seeker determine if it can fit through a specific gap? Does it use the collider on its GameObject? I’ve added a seeker to a GameObject with a very large collider, and that collider collides with my mesh’s obstacles.
What’s the proper way to communicate the size of the object to the seeker, such that it can take that into consideration when building paths?
Generally planning paths with varying agent size is a very hard problem, it is not impossible, but pretty hard.
What you should do instead is to make sure the graph is correctly configured for a specific radius. E.g by setting the “Diameter” setting for the Grid Graph collision testing, or by adjusting the erosion.
There is one thing you can do for grid graphs to enable varying radiuses for agents.
If you enable “Erosion uses tags” then each tag will correspond to a specific distance away from the wall.
See http://arongranberg.com/astar/docs/class_pathfinding_1_1_grid_graph.php#af156f09628f08d32091ea67e48e42b71
@pateras sure it is.
It is not exposed in the inspector, but in the code calling Seeker.StartPath there is a graphMask field, that is a bitmask which indicates which graphs it should search on.
@krakov
It would be, but calculating pathfinding for agents with varying sizes is as previously mentioned, a pretty hard problem and it is not something this system supports.