Hello, In one particular case, I use regular octree to query neighbors, which exhibits no problems.
In another, as I want to save computer resources on computations and all that stuff,
I changed to an irregular octree, the pathfinder does find the destination,
But the ray cast was a bit off-track. Because When I do a ray in a direction of (1,0,0),
which normally hits the EAST node somehow, now not hitting anything,
which then resorts to hitting a SOUTHEAST node.
As a result, the agent will travel in a diagonal move, but sometimes go thru walls.
Are there anyways I can prevent the agent going thru walls, as a SOUTHEAST cast does work,
since the EAST nodes are in different shapes?
Thanks
Jack