I have an agent that needs to move along a set of nodes, like waypoints, to a destination. However I want my agent to have the ability to ‘detach’ itself from these waypoints and freely move along a navmesh if it meets certain criteria. For example, I need the agent to move along these waypoints for as long as possible, like a road, but once it gets close to its destination, it should be able to move like its on a navmesh so it can get directly to its target.
Furthermore, certain areas of the world, such as grass fields, should only have navmeshes, so my agent should be able to freely traverse them.
For the waypoint system, I am using a point graph because I’d like to take advantage of the ease of using it, and I need to use penalties based on connections so the agent can’t traverse in certain directions.
Is it possible to achieve something like this inherently through this asset? Can I use a point graph in this case or must I solely use a recast graph / navmesh and create a custom waypoint system? In the case of the latter, can I still use node connections to determine costs for traveling a certain way?
To further clarify what I am looking for, please see this video of the game Emergency 4. https://youtu.be/_BJQTw1UJ3c
As you can see, the vehicle moves freely on a navmesh but switches to following waypoints based on the target destination’s distance. I know that I can create something like this myself, but is it possible to do so using point graph?