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Question by Razputin · Jul 08, 2021 at 02:17 AM · ainavmeshnavmeshagentpathfindingpath

Find the closest point of an Invalid or Partial path

If I have a navmeshpath that is calculated as either invalid of partial, can I retrieve the point at which the path becomes invalid/partial and tell my agent to go there instead?

Essentially...

         NavMeshPath path = new NavMeshPath();
         agent.CalculatePath(target.position, path);
         switch (path.status)
         {
             case NavMeshPathStatus.PathComplete:
                     agent.SetDestination(ai.target.position);
                 break;
 
             case NavMeshPathStatus.PathPartial:
                     agent.SetDestination(//closest point of the partial path);
                 break;
 
                 case NavMeshPathStatus.PathInvalid:
                     agent.SetDestination(//closest point of the invalid path);
                 break;
         }
 
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avatar image Razputin · Jul 08, 2021 at 12:15 PM 0
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bumppppppp

avatar image mateuszwallace · Jul 08, 2021 at 12:51 PM 0
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Not sure but try with corners to estimate the path in each case: https://docs.unity3d.com/540/Documentation/ScriptReference/NavMeshPath-corners.html

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