Hi, and sorry if this is the result of me not knowing something about the tool, but whenever I try to calculate a path with the Seeker it wrongly goes over non-traversable sections.
In our behavior designer tree we have a node that tells the seeker to calculate the path from the character’s position towards a destination, using a Funnel modifier and a Recast graph. When the path has been calculated we sometimes get paths that go over non-traversable tags for that seeker, and when the seeker is on a non-traversable tag (these might be modified on play time) and a path is calculated, it moves over the tag instead of first trying to get out of it and then bordering its area.
Am I misunderstanding something about the usage of the seeker and the funnel modifier? Thank you for the help and sorry in advance if this is because of my lack of knowledge with your tool. So far, I’ve loved using it and it has helped us enormously.
- A* version: 5.1.6
- Unity version: 6000.0.36f1
Hi again, I’m writing to add more information on the issue, since a picture is worth a thousand words 
In the given image, the red dots are the raw graphnodes, whereas the blue dots are the final Vector3 vectorpath points. The blue area is a normal, traversable area whereas the orange area is a non-traversable section for the seeker. Both tags have penalty 0 if that’s relevant (but imho, it shouldn’t).
I’m using a funnel modifier on high quality, with no further extra options. As you can see in the image the seeker goes over the non-traversable area, both for the path.path nodes and the path.vectorPath nodes (given a straight line between the two points).
That being said, the seeker has actively tried to avoid the area before. For instance, if the seeker is on the area and I tell it to calculate a path to its own position it would move out correctly. If the target is on one side of the area and the seeker is on the other it would not try to go since it has no way to reach the destination without moving over non-traversable sections.
Furthermore, if we tell the seeker to move from a non-traversable area to a non-traversable area it finds a path, getting out of the area moving towards the closest navigable node. But if the seeker is on a non-traversable area and we tell it to move towards a destination on a traversable area it fails on the path calculation.
I don’t know if I’m missing something on the configuration for the seeker, the modifiers or in how we are moving our characters based on the path. It seems the issue with the image is with these corners in which the seeker sees a viable destination but then it moves over prohibited areas. Also, If I try to do something similar with a cut instead of with tags it seems to work better but I do not know why.
Could be the Funnel modifier if I’m understanding the issue correctly- try disabling that and stress testing that and seeing if it still happens?