Hi Jean,
It's fine, and thanks for replying. Well i kind of let it be for a while, since i wasn't sure how to solve it.
I'm not sure what you mean though. The targetPro scripts don't have the option to filter by tags. Or do you mean that i would let targetPro get targets from ALL layers, and then filter the returned targets inside Playermaker actions by tag. That would seem a bit of a round-about solution and i think it might be more efficient and simple just stick to using the Physics Sphere for getting targets. It just seems so resource heavy.
Also now that i have you here, i'm also having a bit of trouble with the A*-pathfinding. I use Poolmanager to spawn and despawn my enemies, and once they have been killed once, the "follow to"- movement no longer works. The debug line shows the enemy starting to have a path only maybe halfway through its intended movement, sometimes no path at all. The guys just run to the "start" of the path through impassable nodes and usually fall off some cliff somewhere. The "move to"- movement still works though, which is strange since i though it was the "follow to"-mode which is constantly updating the path.
The best way would be for me if i could somehow completely reset the enemy to it's prefab when it dies, because it's also quite annoying that i have manually set it's health back to full or it will re-spawn with 0 health. Is there any way to do this?