Turn-based system for units to move through others but not occupy the same tile

  • A* version: 4.2.17
  • Unity version: 2022.3.4f1

Hello, I was wondering if this library had a simple / out-of-the-box solution for a turn-based system where units can move through each other but not occupy the same tile? My system is turn-based and using a GridGraph. I’ve used the SingleNodeBlocker component effectively, but that makes units avoid any tile on the path that has a SingleNodeBlocker, whereas I really just want to avoid two units sharing the same tile after their pathfinding is finished (i.e. once their turn is over). I’d also want the units be OK with going through another unit’s final tile for the turn. So I wouldn’t just want to put a SingleNodeBlocker on the final tile either, as that would cause units to go around it.

Hopefully that makes sense. This issue came up because I have a system where AI units take turns figuring out where their goal for the turn will be, but then they all move simultaneously.