Hey, seems a bit counter intuitive but I'm creating a roguelike and I'd like entities to attempt to path to one another, but upon reaching the destination not move into the space but to do something instead, im updating the Grids Walkable data each tick to be false for every entities position and I've commented out if !start.Walkable || !dest.Walkable { return nil } as far as I can see it should still be able to create the path inbetween these two points but always breaks out with no cells. I've tried updating the walkable on the fly (so entities dont bump into each other but can still path towards something. But it always ends up being really messy.
Was just hoping for some advice on how to achieve this. Thanks. Love the package its been a great help!
Hey, seems a bit counter intuitive but I'm creating a roguelike and I'd like entities to attempt to path to one another, but upon reaching the destination not move into the space but to do something instead, im updating the Grids Walkable data each tick to be false for every entities position and I've commented out
if !start.Walkable || !dest.Walkable { return nil }as far as I can see it should still be able to create the path inbetween these two points but always breaks out with no cells. I've tried updating the walkable on the fly (so entities dont bump into each other but can still path towards something. But it always ends up being really messy.Was just hoping for some advice on how to achieve this. Thanks. Love the package its been a great help!