You can see I have to start the app twice because the first time issue (1) happens; i.e. the path creation never completes, so nothing happens.
You can see the cutting-corners issue in the second part of the video. The collision capsule radius is 0.5, so a diameter of 1, and the A* component has its collision type set to capsule with a diameter of 2, yet the seeker collides with the obstacles. If I turn off “Cut Corners”, the issue still exists.
The getting started tutorial’s AI is not really that good, it just serves as a simple placeholder AI. What your example AI suffers from is that it picks the next waypoint too quickly which makes it cut corners. Try the AIPath component for a slightly better AI.
Not sure why your paths are not calculated. Is it repeatable? If so, could you send me a small example scene showing the issue so I can fix the eventual bug?
Ok, I’ll try AIPath. How will this help, though? Finding a waypoint, and steering through an unwalkable region to get there seem unrelated. If I understand what you’re saying is true, given a path of waypoints, A->B->C, as the object approaches B, it chooses C, but moves towards C through a non-pathfindable region.
As for the path calculation not exiting, it does it every few executions, so it’s fairly repeatable.
The AIPath steers towards a more correct direction to follow the path more exactly while still trying to not look so rigid. You could also try adding a Simple Smooth Modifier and using Bezier or Offset Curve modes.
Regarding path calculation: well, it never happens for me… If you could create a small example scene where the problem occurs and sent it to me that would be very helpful.