Such a shame kiriri is busy. I've still having one singular issue with the old version.
Groffit, perhaps you could spare a thought on my issue.
I'm pooling my AI units. so once they've died, i'm de-activating them and placing them in a pool for future use..
However If I re-activate the game-object no matter what I do, it still tries to follow some perverted remnat of his last known path.
either I reset the script, and the unit,will teleport to his last known location and proceed from there. If i don't reset the unit will spawn at his correct new location but start to move not to his new target, but to his old target. (or a node with similar ID in the new graph, guessing here)..
Well I've tried every possible work around, including recycling his last path. But this feature in the recycle path code seems not-working.
Also in the moveto code I find a comment in the move() this one: // previous path is not cleared on reload. That's why it's finishing and why there's no error !!!!!!
it seems kiriri was working this and it's either not working, or not usable with re-activating obejcts (that's how I read it)
So now i'm completely stumped. I can't find a work around, that doesn't cause some other issue.. and I'm stuck with units occasionaly going completely awol on spawn.
Well, what could help is just a boolean in the moveto I could set on spawn, that completely wipes the current moveto state and paths.. is something like that possible? how would i go about this..
It could be that the new version solves this, but like you advice its unwise to try.
So if you could help, it would be super super super appreciated. honestly I'd be willing to pay. anything to get my game back on track.
Cheers
tomas