Different approach, since my level works differently

There are two big differences to my level (and now I’m again sorry for deviating from the course by being “original”)

  1. I have tiles that are both not placeable and not walkable (e.g. river) in the grid
  2. The path can’t really be deviated from

Thus, I’ve added an isWalkeable bool to my Tiles as well and did the check for blocking like this.

    private void Start() {
        if(gridManager != null) {
            coordinates = gridManager.GetCoordinatesFromPosition(transform.position);            
            if(!isWalkable ) {
                gridManager.BlockNode(coordinates);
            }
        }
    }

…rather then checking for if(!isPlaceable)

Since there’s only one “walkway” the result is expected I guess.

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