Hello!
I am working on a RTS pathfinding script. It’s basic elements are nodes, which contain a bunch of data, such as coordinates, as well as a list to other nodes they are connected to. My problem is, if i try to do something like this:
class PathfindingNode{
var connectedNodes:List.<PathfindingNode>;
function PathfindingNode(){
}
}
i get this error message: ‘unity serialization depth limit exceeded’. I tried to read up on it, and i know it’s caused by the class trying to contain a reference of it’s own type. But how other way could i store node connectivity data? Each node can be connected with multiple other nodes, forming a network along which the pathfinding algorithm would work.
Also, the same system works perfectly fine, if instead of a custom class i use game objects with a script attached to them.