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Multi-level navmeshes

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

  1. emrys90

    emrys90

    Joined:
    Oct 14, 2013
    Posts:
    755
    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:
    755
    Anyone?

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

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    6,436
    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