Hey Guys,
I’m having some Problems with the newest (Version 2.0.0f2) of Angry Ant Pathos Script. I made everything as described in the Tutorial Video. But the Route Calculation always draws a Direct line between Target and seeker and does Not care about the waypoints 
What am i doing wrong?
Here is a Screenshot to explain what i mean:
Blue is my Navigation Target
Red is my Seeker (with the demoSeeker from AngryAnts Website)
White is the calculated Route.
Green is my Path Network.
The Problem is: Path Script does not use the Waypoints to Calculate a Route between Target and Seeker.
Please help.
It is hard to tell exactly what is happening from the picture, but the Path system uses a simple line of sight test between objects to test if they are connected. The line of sight is obstructed by colliders if they are on a chosen layer (set with the Blocking Layers property in the inspector). Also, you can set a minimum and maximum distance over which the line of sight is tested - objects outside this distance range are considered unconnected. If all these settings are correct then there is probably a line of sight between your two waypoints, even if the geometry of the level makes this look unlikely.
All the green lines between the waypoint give me the impression as if everything is set up correct. thats pretty sad
have no idea
Hey sasquotschi
Thanks for your interest in the project! Unfortunately what you see is a bug which I’ve corrected in the soon-to-be-released version 2.0.1 of Path. The problem is that even though you disable shortcut taking on the Navigator, Path still tries to see if it can get a direct path to the target.
For determining direct routes, Path uses the collision layer defined on the Navigator, so current workaround for this issue is to set this collision layer on the Navigator (there’s a layer selector in the inspector for the Navigator). In the next release of Path, all of this will only be considered if you’ve got “take shortcuts” ticked.
Oh and by the way, I set up a topic branch for Path at http://forum.unity3d.com/threads/78037-AI-Pathfinding-in-Unity-Path - to centralize questions and answers on the project.
Wonderful!
It was exactly because of this “take shortcut” thing
now it works. Thank you once again for all your help and efforts.
Hi Emil,
first let me thank you for this great library 
Now to my problem, I’m trying to use it on a project that loads different scenes at runtime. These scenes have separate navigation scripts and this causes a problem that only one navigation is permitted. Will you had support for having different navigation scripts or how would you recommend to solve this problem?
Thanks!
@n0n4m3
Could I ask you to re-ask the question in this thread: http://forum.unity3d.com/threads/78037-AI-Pathfinding-in-Unity-Path ? That way, people can subscribe to one thread and get updates on it.