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Additional info from NavMeshPath

Discussion in 'AI & Navigation Previews' started by Orimay, Feb 6, 2017.

  1. Orimay

    Orimay

    Joined:
    Nov 16, 2012
    Posts:
    304
    Hello everyone!

    Is there a way to get some additional info from NavMeshPath class? Like movement cost (we have remaining distance, that, as far, as I know, does not work with NavMeshLink). Also, why is there a warning for cost lower, than 1? Like I have portals, that should have zero cost for immediate teleportation. Wierd. Is there a way to detect if NavMeshPath corner is on NavMeshLink? I need to calculate the path regarding NavMeshLinks (since it's about teleportation).

    It shouldn't be hard to make those public, so I hope, this will happen soon.

    Thanks :)!
     
  2. Mycroft

    Mycroft

    Joined:
    Aug 29, 2012
    Posts:
    160


    I would second a request for this.

    In my turn-based project I often want to know the TotalCost of a Path, at what point along a Path is a specific Cost, etc

    Also, I would like to be able to find the points on the Path where it crosses to a new Area (and which Area it is)
     
    Last edited: Feb 7, 2017
  3. Orimay

    Orimay

    Joined:
    Nov 16, 2012
    Posts:
    304
    Here is where You can vote: https://feedback.unity3d.com/suggestions/more-access-to-navmeshpath
     
    Mycroft likes this.
  4. Orimay

    Orimay

    Joined:
    Nov 16, 2012
    Posts:
    304
    Still an actual issue
     
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