Let’s say I have a Tank and a Soldier, is there a built-in method to calculate the appropriate path for unities of different sizes (that I’m missing)? I’m using the Recast graph.
Hi
Using a recast graph, the best thing you can do is to add a RadiusModifier to the tank. However this will not ensure that the tank will never get to close to an obstacle. To do it in a more stable way you would need to use two recast graphs and then you can specify a graph mask so that the tank uses one graph and the soldier uses the other graph.
See http://arongranberg.com/astar/docs/class_seeker.php#ab50a876ab529ceb3eb9b97deb5a48d1e
If you are using the built in movement scripts, you can override the method which requests the path and change it to include a graph mask.