Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Multi-level navmeshes

Discussion in 'AI & Navigation Previews' started by emrys90, Apr 24, 2017.

  1. emrys90

    emrys90

    Joined:
    Oct 14, 2013
    Posts:
    742
    Does the new navmesh system support multi-level navigation? In specific I'm going to use a 2k mesh terrain that has holes in it with a cave system underneath that mesh terrain, all in one scene.

    What's the performance like for a 2k navmesh? Especially with updating it at runtime as things are created/destroyed? I have dynamically placed trees that grow/die/respawn at runtime.
     
  2. emrys90

    emrys90

    Joined:
    Oct 14, 2013
    Posts:
    742
    Anyone?

    Also wondering if it can handle flying/swimming creatures.
     
  3. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    5,918
    If your creatures don't need to keep thinking and living when you're not around, you can have a sliding window navmesh https://github.com/Unity-Technologies/NavMeshComponents/tree/master/Assets/Examples/Scenes
    Navmesh is for 2D movement, flying and swimming is better handled with flocking like this https://www.assetstore.unity3d.com/en/#!/content/47393