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@Clamoxyl Padding cannot be removed and has a threshold (its Unity's navmesh builder system). You can create new collider that bigger than...
@Clamoxyl How wide your character? As I said, it is a center of Agent. Center has 0 thickness. On image you provided Agent is free to go onto stairs
@fipps129 There a lot of options and I cannot say what best works for you: 1) Check or probe path - you can check if path is over "hole" by...
@Clamoxyl FAQ: Q: How to change NavMesh padding? A: Navmesh draws where the center of the Agent can reach, not his edge. Reduce Agent's radius to...
@sammarin new scene Assets/Scenes/SampleSceneTilemapModifier added. Please provide your feedback
@sammarin I've updated navmeshplus to 2022 (I didn't bother with backward combability, also I have zero clue on Editors magic lines that Unity's...
Hi, There undocumented NavMeshModifierTilemap.cs that can override area by tile. But it is not well explored, I would say. It has interface where...
I discovered in the Unity Docs for the CreateMesh method that the EdgeCollider2d will create a mesh if it has an edgeRadius set, so I was able to...
Hello, I didn't check Unity 2023 yet, I will do it on weekend. Thank you for a feedback.
I was not expecting Unity will release their components as package. It was convenient to reuse Unity code base at that moment.
@K-bomb07 I see nothing wrong with code you have. Try to debug your the script
@K-bomb07 I don't know what You are trying to achieve. With navmesh you have navmesh data, it contains agent type and 32 layers, you can probe...
@Humusk Never used 2d navmesh components outside of NavMeshPlus, very interesting case) Unfortunately, I cannot see that is going wrong. Code...
@artur18kravchak - yes, https://github.com/h8man/RedHotSweetPepper/blob/master/Assets/Scenes/SampleSceneRuntime.meta You can place new object and...
Yes, you must bake nav mesh per agent type. So just create multiple Agent types.
Only by custom code with NavMesh static classes. NavMesh Agent is Unity native component with very little customization to achieve what you want....
Send me setup project: [ATTACH] Try open in new Unity https://github.com/h8man/RedHotSweetPepper
@Krosenut https://docs.unity3d.com/Packages/com.unity.ai.navigation@1.1/manual/MixingComponents.html
Ill check
What do you mean "colliding"? NavMesh agents should not use physics colliders as Navigation is not compatible with physics. You should use only...