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Discussion in '2D Experimental Preview' started by optimise, Sep 19, 2016.
Hi, does 2D NavMesh still in development?
theres a lot of plugins out there that can do this for a few dollars, and tutorials online about how to make your own.
Well, there also lots of tutorials online how to make your own engine
There's 3D NavMesh - so a 2D version would make sense to expand the 2D Toolset in Unity.
I think it's pretty silly that unity doesn't have any manner of in built 2d pathfinding. No matter how much asset store support is out there I think it would be really nice to have something default available right out of the box!
If you're talking about 'top-down' 2D navmesh, then I believe the new navmesh baking technology (which we'll be launching a preview of pretty soon now) will be able to handle it, as it allows you to define navmesh surfaces that have any orientation (so you can make the up-vector be -Z). Might not be as simple as clicking the bake button, but you'll be able to write scripts that feed 2D colliders into it as inputs at least.
Yeah, that's pretty much exactly what I wanted (could also be a side view mesh for underwater/space stuff). I think it would be a SUPER valuable feature to consider for inclusion into the experimental 2D tools. All I really want is to be able to do is define some manner of rect and then bake a navmesh against Collider2D objects considered against the X/Y coords of that plane. There's a lot of asset store packages that allow you to build A* grids that work well in 2D so I've never bothered to look into what using the navmesh system might entail. However it seems, from an external perspective, it might be a fairly low cost feature that could be pretty impactful for 2D developers.
The navmesh work is being done by a totally separate team to the 2D tools, and on totally separate branches, so you will probably not see it in any experimental 2D builds - I would expect you need to wait until they each move out of the experimental phase and into a mainline Unity release.
Oh I'm not suggesting it somehow gets done right now I'm just saying once the new navmesh stuff matures enough that other features could be coded against it I feel it would be great to roll that in as an experimental 2D feature. I was sort of just assuming that features from the experimental 2D builds would kinda trickle into the stable branch of unity rather then being delivered in some big feature dump all at once.
Honestly, the A* Pathing plugin does such a good job for such a cheap price, its well worth the cost.
The cost of free? (You only need to pay for RVO). That's not the point though. I think there should really be a provided tool for something as common as pathfinding.
Free is amazing... and I think you don't get it.
Why should unity spend time and money on pathfinding, meaning we lose out on other, more important, features, when a fantastic, free plugin does it better (because the developer is focused on this solution)?
The same reason why Unity delivered a new UI, although there were tons of popular plugins out there (NGUI, EZGUI and so on)
@darthbator You assume correctly. Features that are ready will be released, so no waiting for all to be completed for a big release. Naturally once its in a release, it will be in the 2D Experimental Previews as a released along with other experimental features (existing or new).
Will it be runtime enabled?