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Question by Necrohunter · Jan 25, 2021 at 12:52 PM · ainavmesh

Unity AI get all Path costs

Good day,

so i have a game where i want my agents to walk for a short distance above different nav mesh areas. i only want them to walk on maximum 2-3 areas and then stop (its a round based game). i saw there is this NavMesh.CalculatePath, but it only returns true or false as far as i understand.

is there a way, where i can check what areas the agent is about to pass and get their costs?

i would like to add all costs together and so the agent knows he cant move there, because the added costs are too high or he can move there...

edit: i have a small "dungeon" with 3~ rooms which are connected with corridors. the corridors and rooms have different Navigation Areas. i want to tell my agents, they are only allowed to move from 1 room to the other room and not more (turn based game) what is the best way? maybe i just go in the wrong direction with my first idea

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