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NavMesh Extension (NavMesh Drawing & Portals)

Discussion in 'Assets and Asset Store' started by Baroni, Apr 12, 2014.

  1. JoJa15

    JoJa15

    Joined:
    Feb 11, 2017
    Posts:
    17
    I think he is looking to auto generate a nav mesh using the Unity Bake option and then to be able to edit that nav mesh. That is the situation I am in at least. I do not use Unity's agent system but I would like to generate a nav mesh using the bake system. Then I would like to be able to edit polygons on that mesh. Say delete some, add polygons in other places, etc.
     
  2. Baroni

    Baroni

    Joined:
    Aug 20, 2010
    Posts:
    3,158
    Unity only provides API to pass in mesh data for baking NavMesh data. Since there is no API to edit existing (baked) NavMeshes, this is impossible to do.
     
  3. Vampyr_Engel

    Vampyr_Engel

    Joined:
    Dec 17, 2014
    Posts:
    449
    Can this be used to have A.I drive/walk/run on spheres? I would like to use it for a planetary game well a series of planetary games
     
  4. Baroni

    Baroni

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    3,158
    @Vampyr_Engel It would be very difficult to use it on spheres, since the editor tools produce mostly flat or diagonal meshes, so I wouldn't recommend it for your use case.
     
  5. Vampyr_Engel

    Vampyr_Engel

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    Dec 17, 2014
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    OK thanks
     
  6. umair21

    umair21

    Joined:
    Mar 4, 2016
    Posts:
    147
    Can anyone tell me how to resume drawing current mesh in navmesh extension?
    I don't know how I did it in the first place but then I don't know how. :(
     
  7. Baroni

    Baroni

    Joined:
    Aug 20, 2010
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    3,158
    @umair21 Did you select your mesh game object so that its NavMesh Extension component shows up in the Inspector? There is a button for entering Edit mode, which allows adding or removing vertices.
     
  8. Baroni

    Baroni

    Joined:
    Aug 20, 2010
    Posts:
    3,158
    With the release of Unity 2019.1 this week, we have deprecated our asset "NavMesh Extension" on the Unity Asset Store, effectively removing it from sale.

    Existing customers can still download it via their purchased assets overview. Also, we are going to provide support on our forum for as long as possible. However, please note that there won't be further updates, in the cases of feature requests, bugs or Unity incompatibility errors.

    NavMesh Extension had a very specific use case in mind when releasing it on the Asset Store - the ability to easily draw (flat) walkable meshes in smaller environments, like rooms, houses, or cities. After 5 years of supporting it and adding new features now and then, it became clear that the scope this asset was designed to cover, was not enough in order to appeal for a broad audience. In addition to Unity limitations we could not work around at that time (such as 2D NavMeshes, or modifying the NavMesh data array at runtime), we received a lot of mixed reviews on the Unity Asset Store. Finally, Unity introduced their own update on the NavMesh features in the 2017.2 cycle, called NavMesh components. As these components basically replace our asset in many areas, I do recommend using them instead. Now with the features transitioned to official Unity components and us providing support for 2 additional years, interest in our asset has almost vanished, so we pushed that "exit" button to put more energy and focus on our other assets.

    Thank you for your understanding.