Hello,
Been using AStar pathfinding for a very long time in my project now. One of the biggest challenges I’m having is that I’m painting my navmeshes right up to the edge of the walls in the my game, which is used by my custom code to tell indicate that an area on the ground is walkable. As a result, when I call Seeker.StartPath I often end up with a path that touches the very edge of the navmesh, and therefore the character touches the wall, which for characters that are wide becomes a problem.
So the best solution for this would be to have the pathfinding system accept a radius for the Seeker, so that it would create a margin between the edge of the navmesh instead of running along the edge.
Here is an example of what it’s doing, I’ve circled the main problem in red:
Is there or will there ever be a feature that allows this kind of fine tuning of the pathfinding system?