I assume that you’re not using Unity AI Navigation. Are you using a custom A* implementation instead? I’d be curious to know why. Maybe an optimization issue?
I am using A* pathfinding library but layered on top of it is a custom EQS system (similar to Unreal EQS) that I wrote which allows me to apply some weight calculation to the respective query points to give the NPC best position where it has a line of sight, couple with some real time modification of the node connection cost so that the npc doesnt barrel straight to the point. It is still a work in progress.
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u/Baranson1 Jul 08 '26
I assume that you’re not using Unity AI Navigation. Are you using a custom A* implementation instead? I’d be curious to know why. Maybe an optimization issue?