Which way is correct to generate a path with 4.3.83?

Hey there :slight_smile:

if I understand you right, you would like to have a callback whenever you do calculate a path?
Had the same problem, and I did override the RichAI class to get something like that:

  public class MovementAgent : RichAI
  {
      public event System.Action<Path> OnPathFound;

protected override void OnEnable()
{
	base.OnEnable();

	Reset();
}

public void Flee(Vector3 fleeFrom, float distance, float aimStrength = 1)
      {
          // The path will be returned when the path is over a specified length (or more accurately when the traversal cost is greater than a specified value).
          // A score of 1000 is approximately equal to the cost of moving one world unit.
          var theGScoreToStopAt = (int)(distance * 1000f);

          // Create a path object
          var path = FleePath.Construct(transform.position, fleeFrom, theGScoreToStopAt);
          // This is how strongly it will try to flee, if you set it to 0 it will behave like a RandomPath
          path.aimStrength = aimStrength;
          // Determines the variation in path length that is allowed
          path.spread = (int)Mathf.Max(4000, distance);

          // Start the path and return the result to MyCompleteFunction (which is a function you have to define, the name can of course be changed)
          seeker.StartPath(path, TrySendOnPathFound);
      }

protected override void OnPathComplete(Path p)
{
	base.OnPathComplete(p);

	TrySendOnPathFound(p);
}

private void TrySendOnPathFound(Path p)
{
	if (p.IsDone())
	{
		OnPathFound?.Invoke(p);
	}
}

Hope this helps :slight_smile: