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When A* search runs and there is no calculable path, the best path is used to calculate the action vector from the final possible action. In this case the best path is calculated from the destination object of the search. When there is no path to the source object, this destination vector can be right next to the destination object, causing the source object to teleport to this location.
To Reproduce
Create a level with 2 seperate rooms (no path between) with an object in both rooms and set the A* algorithm for those object to chase an object that is in the opposite room.
Expected behavior
the objects should probably just randomly walk.
Screenshots
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Desktop (please complete the following information):
OS: [e.g. mac/linux/windows]
Version [e.g. 1.3.9]
Additional context
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The text was updated successfully, but these errors were encountered:
Describe the bug
When A* search runs and there is no calculable path, the best path is used to calculate the action vector from the final possible action. In this case the best path is calculated from the destination object of the search. When there is no path to the source object, this destination vector can be right next to the destination object, causing the source object to teleport to this location.
To Reproduce
Create a level with 2 seperate rooms (no path between) with an object in both rooms and set the A* algorithm for those object to chase an object that is in the opposite room.
Expected behavior
the objects should probably just randomly walk.
Screenshots
If applicable, add screenshots to help explain your problem.
Desktop (please complete the following information):
Additional context
Add any other context about the problem here.
The text was updated successfully, but these errors were encountered: