To improve the pathfinding performance with my AI, I decided to play around with PathfindingModifers. My AI has a lot of clipping on corners and doors going on, so I decided to use PathfindingModifiers to draw up custom paths for my AI. The idea here is to create more centered paths that the AI will take; preventing the clipping. And it works quite well.
However, when the AI starts chasing a player, that’s where issues start coming up a bit. Basically, the AI will prioritize taking one of the centered paths to the player even though it’s well out of the way.
I don’t think it’d be too performant to parent those instances to nil as soon as a hunt begins or some equivalent, so I’m not exactly sure what the best adjustment could be here.
Thanks so much