Great, thanks for all the details provided in the thread and it helps me a greatly to understand the problems you have.
In your screenshot 1, there is a navmesh hole at the door location between the two nodes, which stops the AI navigation and also make the nodes disconnected, I’ll investigate more on the IO Blimp prefab to get a proper fix in future releases so you don’t need to rely on the workaround.
In your screenshot 2, the area of this prefab was not originally designed for the AI navigation, so it indeed misses the needed data, I’ll do a further investigation along with the issue above.
For your questions in screenshot 3 and 4, the navmesh data looks correct while the issue you’ve noticed looks to be an intended behavior for the Patrolling Mode used on these nodes. In screenshot 3 it was set to Back And Force so you don’t see the connection between the first and the last node, as the AIs would move from the first and the last node and then traversal in a reversed order. In screenshot 4 it was set to Looping so the the nodes are visually connected and the AIs would keep moving through the first and the last node in the path.
Below is a screenshot for the 3 different patrolling modes that we afford on the AI Patrol Path Node device and the connected lines are visually different based the mode used.
- Back and Forth: The AI goes from the start node to the end node, and then goes from the end node back to the start node.
- Looping: The AI goes from the start node to the end node, then returns directly to the start node.
- Stop at End: the AI goes from the start node to the end node, and then stays at the end node.
Hope this answers your questions above and feel free to reply to this thread if anything is unclear.
