Hi there, I have a custom Agent that works with the experimental pathfinding.
I can find if a specific corner is an OffMeshConnection, so I figured I’d just get the info I need from there… But I’ve since discovered that while the start of a link is stored as a corner, the end of the link is not; the next corner is already the following turn further in the path.
I’ve been trying to figure a way of getting the actual link from the polygon that’s marked as a link, but there doesn’t seem to be any easy way of doing so.
The closest I found is Unity - Scripting API: Experimental.AI.NavMeshQuery.GetEdgesAndNeighbors and while that allows me to retrieve all the connections from a polygon (including links) I thought there should be simpler and cheaper way… (I’d need to get all the connections and search for one that is a link and connects with the next polygon in my path).
Has anyone used Navigation Links on the new Experimental.AI? How did you handle them?
Thanks in advance!