Angry Ant's Path following

I have been trying to get a simple AI working with Angry Ant's path tool, I've followed the tutorial so I've got a path to follow but I cannot work out how to make the object follow the it. Is there a simple example project available so I can see it in action or could someone please tell me how access the path data?

P.s. I'm using c# if you want to post code.

I finally got the answer to my own question. For those who wish to know, the two lines I was missing are as follows;

targWayFrom = m_CurrentPath.Segments[WayCnt].From as Waypoint;
targWayTo = m_CurrentPath.Segments[WayCnt].To as Waypoint;

They work from within the DemoSeeker script. WayCnt is the current connection you are accessing, the first position the object moves to is Segments[0].From

This was the script I got working. It's designed to use the Mixamo zombie character. I had to edit the zombie controller to accept script driven stimulus instead of a keystroke. I'll be doing a tutorial on how to make path and behave work together and I'll post a link here if I can. I don't do a lot of coding in summer so it will have to wait a bit.

 using UnityEngine;
using System.Collections;

[RequireComponent (typeof (Navigator))]
public class DemoSeeker : MonoBehaviour
{
    public Transform m_Target;

    public Path m_CurrentPath;

    public float speed = 3.0F;
    public float rotateSpeed = 3.0F;
    public float ZombieRotate = 0.0F;
    public float targetDir=0.0f;    
    public Vector3 targVect=Vector3.zero;   
    public int PathCnt;
    public int WayCnt;
    public int NodeCnt;
    public Connection[] WaypointObj; 
    public int WaypointCnt;
    public int WayPathCnt;
    public Connection targObj;
    public Waypoint targWayFrom;
    public Waypoint targWayTo;
    public float WayDist;
    public bool ZombieMove=false;
    public static bool ZomFwd=false;
    public static bool ZomLft=false;
    public static bool ZomRgt=false;
    public static Vector3 RelativePos;
    public int TurnCnt=0;

    void Start ()
    {
        m_Target=GameObject.FindWithTag("Player").transform;
        GetComponent<Navigator> ().RegisterWeightHandler ("Water", OnHandleWaterWeight);
        GetComponent<Navigator>().targetPosition=m_Target.position;
        GetComponent<Navigator>().ReSeek();
        PathCnt=0;
        WayCnt=0;
        NodeCnt=0;
        TurnCnt=0;
    }

        // Update is called once per frame
    void Update () 
    {
        PathCnt++;
        if(PathCnt==5)
        {
            targWayFrom = m_CurrentPath.Segments[WayCnt].From as Waypoint;
            targWayTo = m_CurrentPath.Segments[WayCnt].To as Waypoint;
            ZombieMove=true;
            PathCnt=0;
            if ((transform.position.x<targWayFrom.Position.x+2)&&(transform.position.x>targWayFrom.Position.x-2)&&(transform.position.z<targWayFrom.Position.z+2)&&(transform.position.z>targWayFrom.Position.z-2))
            {
                WayCnt++;
            }
        }
        if(ZombieMove==true)
        {
            ZomRgt=false;
            ZomLft=false;

            TurnCnt++;
            ZomFwd=true;
            if(TurnCnt==5)
            {
                TurnCnt=0;
                RelativePos=transform.InverseTransformPoint(targWayFrom.Position);
                if (RelativePos.x > 0) 
                {
                    ZomRgt=true;
                    ZomLft=false;
                }
                if (RelativePos.x < 0) 
                {
                    ZomRgt=false;
                    ZomLft=true;
                }
            }
        }
    }

    void OnNewPath (Path path)
    // When pathfinding via Navigator.targetPosition
    {
        Debug.Log ("Received new Path from " + path.StartNode + " to " + path.EndNode + ". Took " + path.SeekTime + " seconds.");
        m_CurrentPath = path;
    }

    void OnTargetUnreachable ()
    // When pathfinding via Navigator.targetPosition
    {
        Debug.Log ("Could not pathfind to target position");
        m_CurrentPath = null;
    }

    void OnPathAvailable (Path path)
    // When pathfinding via Navigator.RequestPath (startPositio, endPosition)
    {
        Debug.Log ("Requested Path from " + path.StartNode + " to " + path.EndNode + " is now available. Took " + path.SeekTime + " seconds.");
    }

    void OnPathUnavailable ()
    // When pathfinding via Navigator.RequestPath (startPositio, endPosition)
    {
        Debug.Log ("The requested path could not be established.");
    }

    void OnPathInvalidated (Path path)
    // When a path requested by a Navigator on this GameObject is no longer valid - due to a connection or node disabling or removal
    {
        Debug.Log ("The path from " + path.StartNode + " to " + path.EndNode + " is no longer valid.");
    }

    void OnGUI ()
    {
        if (GUILayout.Button ("Pathfind"))
        {
            GetComponent<Navigator> ().targetPosition = m_Target.position;
        }
        if (GUILayout.Button ("ReSeek"))
        {
            GetComponent<Navigator> ().ReSeek ();
        }
    }

    void OnDrawGizmos ()
    {
        if (m_CurrentPath == null)
        {
            return;
        }

        m_CurrentPath.OnDrawGizmos ();
    }

    float OnHandleWaterWeight (object obj)
    {
        return 3.0f;
    }
}

P.s. Mr Ant, if you happen to read this, your path system is smarter than my dog. She managed to get herself stuck in a tennis court with an open gate this morning :-)