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If you’re wondering, you can. It would be “monoscript.” Now next is to instantiate an object from the script to serialize everything.
[ATTACH] And for a short break before going into that breach again.
Well yeah. I know Navmesh.Triangulation is probably one of the elements I would need to get the whole story... Alongside navmesh.calculatepath....
Wait, you have a tutorial for that, @PraetorBlue ? Send it right here!
@fetish ?
[ATTACH] Because I'm trying to do a flood-fill, but, uh.....
And yeah, running straight forward? a spherecast.
If If that's so, got a script for (At least) a flood fill algorithm like that?
HOWEVER, MY problem is more the triangulation. There are repeat vertices here. Anyone know how to condense it?
[ATTACH] So far on that! Next up is MORE RAY TRACING! to completely avoid an obstacle. And maybe an outline.
Guys! I think I'm onto something. I'm right now calculating the paths for every point. If it's greater than a character's range of movement, it...
I think I have a heading on that one. NavMesh.CalculateTriangulation() to get the points. NEXT would be to malform the circle from it.
A little necroposting, but HOLY! I finally Found how Mind Over Mushroom got the nave mesh data. Now how do I malform a circle from it?
At least we're on the same page, @Yoreki. Actual movement would be easy, but generating the actual malformed mesh is more what I'm trying to find...
Wall tracking can be a key to pulling this off, too. Detecting hits is one thing, but seeing any other corners nearby would elude me, especially...
And I can tell you now, @JoeStrout, I can at least breath a sigh of relief the maps'll be in 2D. Elevation would more tell if you're out of the...
What Joe Strout said. I know he was trying to help another guy with the same type of project.
That could be something. I right now hacked Sebby’s sight tutorial to see how I could detect obbies in a given scene. Perpendicular points and...
The movement and visualization parts're not what I having problems with. I'm more talking about the obstacle detection part of things, as if this...
If that's so, @Kiwasi https://forum.unity.com/threads/radial-movement-range-mesh-for-a-gridless-tbs-game.865654/