Hi
Firstly sorry for the delayed response.
Second, there’s currently an update to QuickPath pending review by Unity, which will allow for the removing and adding of waypoints in runtime, along with a list of other cool features, like autonoumous waypoints automatically scanning with raycasts for connections to other waypoints and even linking into grids if so desired.
The update should be approved within 7 days.
When its out, anyone who owns an older version of QuickPath should get a notification in Unity to update.
In short, yes you can add and remove waypoints in runtime.
Hi Alekhine, I have recently purchased Quick Path and I am amazed with what it can do. It is an awesome and simple to use system, thank you. I have been trying to work out how to dynamically remove/disable waypoints via script but I cannot get it to work. When I disable the qpNodeScript at runtime the path to and from the waypoint is still there, and if I try to move a waypoint at runtime the original paths stay and new ones are created.
I don’t really want to completely delete the waypoint at runtime, I simply want to disable it and re-enable it under certain conditions. How can this be done?
Hi Hamesh
I’ve spoken with you via email, and we’ve solved this issue, but I just want to inform whoever else encounters this.
I send Hamesh a patch in which this action of enabling/disabling waypoints in runtime is supported.
This patch is included in the upcoming version of QuickPath.
I have purchased quick path also, thanks your quick path system. I want to disable the waypoint when a object block the way, and re-enable the way when the gate open at runtime automatically, it this possible do that, how can I do?