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Nav Mesh Builder

Discussion in 'AI & Navigation Previews' started by Domanxs, May 9, 2017.

  1. Domanxs

    Domanxs

    Joined:
    Jul 25, 2014
    Posts:
    76
    Hey guys, wondering about modifying a big terrain navmesh.
    The builder works perfectly when creating multistory buildings procedurally, but the buildings are created in the world which consists of a big terrain, if the builder rebakes the whole terrain + new building each time a change is made it lags and gives a huge profiler spike. If the change is local in the local nav mesh builder - no hiccups, but the mesh builder creates a new nav mesh on top of the terrain navmesh so agents are having issues travelling to it, as there are 2 nav meshes on top of each other. Is there a workaround? I have tried adding 16 objects that split up the whole terrain into local nav mesh builders, but this makes the game load far longer than usual and + AI can not traverse between the local meshes unless I add jump links which is not ideal.

    Hitting a wall here :/
     
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