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Two level movement

You can work around it, which is something I experimented with I believe - find a way to turn the bridge on and off depending on where your unit is, basically have it trigger "bridge off" when it enters a region at the entry of the underpass, and maybe have some dummy bridge with no pathing for that moment, so the unit can keep walking on the road under the bridge; but once the unit reaches the start of the BRIDGE, the bridge gets switched on and the unit can walk across it.

The obvious limitation is that you can never have a unit walk across the bridge and another one under it simultaneously. It is thus probably best reserved for like single-character campaigns, not strategy games with large armies where everaything needs to be functional simultaneously.

EDIT: Damn, it gets even easier if you don't actually need to SEE the unit walk under the bridge. You can just have two regions with triggers.
 
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If I make Waygate, can I remove the teleportation visual effect?
Why would you use waygate/teleportation here? Do you want to have the effect that a unit moves instantly between two points (side 1 to side 2 of under the bridge) so that it only looks like it walked under it?

Then it's even easier. Just use regions and "unit enters region" triggers.

I suppose you'd want 4 regions. I'll try to visualize:


[Region1]
[Region2]
BRIDGE-BRIDGE-BRIDGE
[Region3]
[Region4]

Triggers:
When Unit enters Region2, move instantly to Region 4. When Unit enters Region3, move instantly to Region 1.

Result: Units will move from one side of under the bridge to the other, while simultaneously units on the upper level can walk back and forth across the bridge as they please.

Would that help?
 
my intuiton is telling me that perhaps we can use knockback for "non-instant" teleportation under the bridge

Normal waygate can help with pathfinding. Idk is there other way to help with pathfinding
 
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It's been 4 years since this one. Darn time flies...
 
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