Ohhh nice, finals - you're almost done!
Why don't you port over the scenes that come with Aaron's package next? I know the one with the spider walking around on the terrain with dynamic obstacles was really interesting but a tutorial would also be a big help. I should probably hold off until there are some docs and more annotation on things because I don't have the understanding of pathfinding to grasp all of the actions' purposes since before download your kit I havent even looked at pathfinding.
I did get a better idea of how it worked and what I needed as an end user i can mention if thats helpful. I wanted it for two things: 1. Testing the ground for legal building placement and updating the graph when structures are built and 2. Building paths for units so they avoid those buildings.
Doing #1 was the more difficult one, I couldn't figure out how to have the dummy floater building get the nearest node, then all nearby nodes (according to the structure size), and test them for walkability. It would be SUPER nice to use a collider to get any nodes it hits and store them.
Doing #2 was much simpler. I think that what is needed for noobs like me is a choice of 3 variables: Start, Finish and Speed. Anything more should be a different action unless it is totally necessary.
So basically the actions I would hope to see would be a
Move To that is simplified as much as possible,
Get Nodes In Collider of some kind and
Test Node(s) to see if they are walkable and send events if true/false. Maybe thats available now in some form, not sure, but I think a whole lot could be done with those 3 and
Update Graph. A lot of the optimization actions that add diversity (such as a lot of the pathfinding in the TD example) are very confusing and while more economical for mobile and that particular single path environment work fine it also makes a lot of noise in the action choices when it seems like something simpler works in most cases. But there are definitely several different types of pathfinding the user may want to do which merit's having different actions in order to be efficient.