No, I don't think so. It’s too much of a headache because, while I can package the pathfinding code itself, I’d also have to create scripts so that users could actually apply that path, and that process is just too variable.
Right now, after generating a graph based on the navmesh, the pathfinding returns an array of points from position A to position B. Depending on how they are located relative to each other, the array size will vary. To me, it’s obvious and simple how to work with that route in the code, but for the average user, that array doesn't help at all. Most people in the community aren't coders, they want out-of-the-box solutions.
That means I would also need to write a full set of behavior scripts for, say, an NPC to actually move along that array. That involves accounting for a ton of different scenarios and conditions to make it truly user-friendly. I honestly just don't want to deal with the hassle of that process.
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Plus, it's important to understand the difference between pathfinding/navmeshes and actual NPC AI. This is just a tool that generates a path for further processing by an NPC, it's not the AI itself. Because of that, I don't see any point in publishing my implementation, for most of the community, it would be completely meaningless, since without a set of events and NPC behaviors, it’s basically useless.


