- I have Destination
- Destination is covered with fences all over
- When one of the fences getting destroyed my agents should move to destination (In other words if path is clear)
- I need to know status of the destination (CalculatePath) but this method ignores NavMeshObstacles and returns path as true even if the path is blocked
- When the Fence is getting destroyed I need to update its navMeshObstacle so agents getting aware that they can move and only navMeshObstacle works this way. If I make fence static Not walkable, then I will have issues with updating path, as destroying this object do not destroy (Rebake) obstacle for navmesh.
REQUEST Unity devs, please, raise the ticket to review possibility to make so NavMeshObstacles would be considered when building a path, it’s so needed and I saw many other people complaining about it
Looking for a solution to achieve what I want, I wouldn’t like using A*