Hi prime31, I created a small enhancement to the Editor class so we can move the nodes to start at the location of the GameObject where the GoDummyPath is. I added this script just bellow this script block: if( GUILayout.Button( "Shift Path to Start at Origin" ) ) { ... } Here is the code: ``` // shift the start point to the GameObject where the GoDummyPath is if (GUILayout.Button("Shift Path to Start at Object")) { Undo.RegisterUndo(_target, "Path Vector Changed"); var offset = Vector3.zero; // see what kind of path we are. the simplest case is just a straight line var path = new GoSpline(_target.nodes, _target.forceStraightLinePath); if (path.splineType == SplineType.StraightLine) offset = _target.transform.position - _target.nodes[0]; else offset = _target.transform.position - _target.nodes[1]; for (var i = 0; i < _target.nodes.Count; i++) _target.nodes[i] += offset; GUI.changed = true; } ``` I hope you add this to the branch. I found this very useful to observe the path when creating some spawn nodes in my game and reusing previously saved paths. You may want to create a method that receives the start position Vector3 as an argument to avoid code duplication in both buttons (Shift Path to Start at Origin and this new one I created)