Anes, I think John implied earlier, that you use NO boxes/cubes… but store an array of vector2’s or vector3’s… of the POSITION where each yellow path-box was located. (Ya really only need to store X and Z values, and always keep Y at zero or at center-height of player.)
So, no boxes/cubes… but instead, build a database (array) of “nodes”… positions. Now your floor can be clicked again.
When floor is clicked, grab the position of the click, and then iterate (for/next) thru your list of nodes… to find the one that is closest to the player (Vector3.Distance()?). Just after the floor-click, you might need a thing… um… unProject() ? … to convert a scene pick-location (x/y)… into a world coordinate (x/y/z). Not sure.
Then animate the player to that closest node (which COULD take the player thru a wall or two, if not careful, unfortunately), and then the “moving sidewalk” system takes the player the rest of the way. Once the player gets-to a node on the highway (in your array)… the highway itself moves the player to the wanted location.
But, if I remember correctly, you want to SHOW the user… which way to walk, to get-to their wanted new location. So, no auto-moving highway/sidewalk, but lines-mesh or similar… could “show the highway”. I would use floor-dots/markers… instead of lines. One marker per stored position in the positions array.
At least I THINK that’s what John implies. Work with an array of positions, and not actually mesh.
Perhaps decals… would work nice… if you want to “show highway nodes” for player or self. Decals put a decent image… onto the surface of another mesh, even if that mesh is already textured. So, being able to activate a “decal dot” (marker) at every position in your highway array… might be handy for you, and useful for player, later.
These decals MIGHT be clickable or actionManager-able, but… I doubt it. It’s not in their nature… not without putting a thin "disk mesh " beneath. And if you need a little disk-mesh, might as well say goodbye to decals, and just make a bunch of instances of a low-height cylinder/box… to place on the floor as node-dots. That might be a better idea than decals, but IF dots are pickable, floor beneath dots won’t be pickable without using “multi-pick” operations.
This is similar to your many-cubes idea, Anes… but just little boxes/disks, very very low-height… with some space between them. A good SPACING rule-of-thumb might be: When user stands upon ANY marker/node, user should be able to “see” at least ONE other marker/node.