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Resolved How to implement pathfinding on top of my existing steering behaviors?

Discussion in 'Navigation' started by PowerJake, Jan 24, 2021.

  1. PowerJake

    PowerJake

    Joined:
    Nov 15, 2019
    Posts:
    64
    Navmesh noob here. I am working on a 3d top down shooter and I want a handful of things to factor into where my enemy soldiers position themselves. I have come up with a set of steering behaviors to give my enemies, but I still need them to navigate around corners. I want to use NavMesh Agents to find paths that I can use as a potential desired direction for my steering behaviors. But the way the navmesh agent magnetizes my NPCs to the ground and has that nasty race condition with my rigidbody locomotion gets in the way. Is there a way to disable the navmesh's ability to move my characters, without removing the ability to ask it for a path?
     
  2. PowerJake

    PowerJake

    Joined:
    Nov 15, 2019
    Posts:
    64
    Nervermind lol. I just figured out this is really easy. I just had to turn off updatePosition and updateVelocity.
     
    Inxentas likes this.