I am having troubles with the navmesh obstacle component attached to my turret, In my TD game. When I put a tower on the road to block the enemy so it can find a new path, it stops all my enemies from moving, but the enemies that get spawned afterwards find new paths and continue as desired. Is there a way to recalculate the navmesh agent on the enemies? like how A* Pathfinding asset has a “AstarPath.active.Scan ();” action?
Or a different solution to my problem would be awsome!