theres no way that the pathfinding works like that
it projects where bots can step
Basically it's a grid with blocking/non-blocking cells
But you can also have multiple grids with transitions between them
could you show it for the first sector of rome?
this is really amazing and helpful
its something like navMesh in unreal engine
whats that bounding box @ the bridge
it probably has its own pathfinding grid
but you can see it has two transitions
to fight below and to the top
does it even need pathfinding for enemies?
i mean they can get on it anyways
the enemies use the pathfinding
because I had a bug in saving back the grids and it affected both enemies and partner
the pathfinding of bridge?
choreography doesnt need pathfinding tho
I think for choreographies the pathfinding is used to find a path for a roman to go to the choreography spot as near as possible.