New pathfinding system, I use a procederul map in my dungeon crawler and previously needed to use AStar3D which was clunky, since old path finding didn’t support building during gameplay. Now it does in addition to active object avoidance which is awesome, there are still a few big issues like not being able to set an avoidance radius per object it’s per zone (meaning you can’t have big and small objects pathfind in the same zones easily without colliding into walls or having to be extremely far from them)
New pathfinding system, I use a procederul map in my dungeon crawler and previously needed to use AStar3D which was clunky, since old path finding didn’t support building during gameplay. Now it does in addition to active object avoidance which is awesome, there are still a few big issues like not being able to set an avoidance radius per object it’s per zone (meaning you can’t have big and small objects pathfind in the same zones easily without colliding into walls or having to be extremely far from them)