Suggested Improvements for NodeLink2 Functionality

  1. Ability to set maxSnappingDistance individually in the Inspector:

It would be great if we could set maxSnappingDistance individually for each NodeLink2 in the Inspector. (Before understanding the source code, I had difficulty understanding how the nodes of OffMeshLink are connected.)

  1. Merging multiple NodeLink2s:

Currently, NodeLink2 can only be connected if there are nodes near the StartTransform and EndTransform.

It would be helpful if we could merge different NodeLink2s into one link using a variable like CanMerge = true/false.
(If CanMerge = true, we should also be able to specify which PathfindingTag it can connect with.)

For example, if the StartTransform of Link2 is near the EndTransform of Link1, it would be great if they could be connected.
Example: {A => Link1_Start =(> Link1_End => Link2_Start =)> Link2_End => B}

This would be very useful for connecting ladders, hurdle, etc.
I am using a hurdle made up of NavMeshCut and the NodeLink2 connecting them. However, when game users place these hurdles in a row, the length of the NavMeshCut increases, causing the link between the hurdles to break.

I’ll go ahead and tag @aron_granberg on this and see how he feels about implementing this. Thank you very much for sharing the suggestion :+1: