the pathfinder behavior isn’t see your game’s perspective. as far as I know it is for the top-down view games, like the top-down movement behavior.
for a side view platformer of hack & slash game you are need to code an “enemy AI” wich will guide your policemen. I bet you can find tutorials on the internet for that.
Be careful because users who have seen the @The_Gem_Devtutorial may be confuse.
As @Gyuszko says, pathfinding system is reserved for top-down behavior only.
At the moment I don’t think there is solution to make a pathfinding in a platformer game.
As others have said, you can’t use the pathfinder behaviour here.
For this specific case it would be enough to do something like:
check if enemy is in collision with ladder, if yes start climbing (up or down depending on relative Y position to the ladder), once he touches the grond set his state to walking again and set a timer to make sure he doesn’t climb up imediatly again.
Just to give you an idea.
Yes you are right. But with good knowledge of GDevelop a pathfinding platformer game can be made. like i did in the tutorial. Presently the issue i have with the pathfinding behaviour in a platformer game is the glitch the “pathfinding character” experiences in order to get to the target. If anyone is planning on using the behaviour on a platformer you must experience this glitches.