I finally gave up with Unitys pathfinding as i need runtime generation of pathfinding and am in the process of switching to yours, as a way of learning your asset i have been trying to play with unlocked and locked doors in a maze.
My question is:
As you perfectly show in your video, “A* Pathfinding Project Pro” 49seconds in.
When the AI path script’s target is behind a locked room, instead of going to the door to wait like it should in my view, the AI will instead it seems go to the nearest point it can reach to the target, in that example away from the door near the wall.
I don’t want that logic, if it can’t reach the target, it should wait by the door.
So I have been trying to resolve this via:
valid tags = ground, Door.
tag penalties = ground 0, door 9999
on open apply an updateGraphsWithGUO tag ground
on close apply an updateGraphsWithGUO tag door
This method seems todo the job;
the AI will still navigate to target if its behind a locked door
the AI will navigate around a locked door if there is another way.
My question is 3 parts.
1.) is the the best solution?
2.) it relies on collision detection between seekers and doors/walls
3.) And a point that really got me stuck is I swear to god that i had a rigidbody component on my units because they actived the unlocked doors trigger collider, and stopped at locked doors! However now in my project if i have a rididbody component attached to a unit it refuses to move with seeker and AI path script attached.
Is there a way to move arididbody componets with a*?
thanks for your time, i tried to find the answers to both of these questions on the forum before posting.